Serious games vs The Disinformation: Are educational games effective against malicious content?
DOI:
https://doi.org/10.5753/jis.2026.5986Keywords:
Serious Games, Fake News, User Experience, Visual NovelAbstract
Introduction: The so-called “fake news” refers to fabricated and misleading information presented as news, often intended to manipulate the opinions of a target audience. As this content is systematically disseminated across social networks, identifying and controlling it poses a significant challenge. Objectives: This study sought to evaluate whether a serious game about information consumption has the potential to change players’ perspectives on their behavior when encountering news in the online environment. Methods: Considering the motivational and emotional appeal of serious games—as well as their ability to facilitate learning across various subjects—we conducted a systematic mapping and developed a visual novel game with a focus on combating fake news. We also conducted a study involving 42 participants, administering questionnaires on information consumption both before and after they played the game. Results: The systematic mapping revealed that 10 games that included empirical evaluations assessing their effectiveness in teaching fake news identification, with all reporting statistically significant results. Similarly, our evaluation found statistically significant improvements across all 6 information-consumption self-assessment questions. Conclusion: The results of our evaluation and systematic mapping support the premise that serious games can enhance information literacy by improving users’ ability to verify content. It is worth mentioning that the costs of designing an educational game must be considered when comparing it to other instructional materials.
Downloads
References
Aguilar, E. M. and De La Vega, L. S. (2021). Missed information: A video game designed to teach methods of spotting fake news in social media. In 2021 IEEE International Conference on Engineering, Technology & Education (TALE), pages 428–435. IEEE. DOI: https://doi.org/10.1109/TALE52509.2021.9678613.
Barbosa, M. (2019). Pós-Verdade e fake news: Reflexões sobre a guerra de narrativas. Cobogó.
Barreto, J. L. Q. and Lima, A. M. P. (2022). Letramentos digitais para o ensino de história: Uma análise do jogo” 50 anos do golpe”. Humanidades & Inovação, 9(25):270–282.
Basol, M., Roozenbeek, J., and Linden, S. V. D. (2020). Good news about bad news: Gamified inoculation boosts confidence and cognitive immunity against fake news. Journal of Cognition, 3. DOI: https://doi.org/10.5334/joc.91.
BRASIL (2022). Base nacional comum curricular. computação: Complemento à base nacional comum curricular. [link], Access on 07 April 2026.
Buchner, J. (2025). Playing an augmented reality escape game promotes learning about fake news. Technology, Knowledge and Learning, 30(1):425–445. DOI: https://doi.org/10.1007/s10758-024-09749-y.
Camingue, J., Melcer, E. F., and Carstensdottir, E. (2020). A (visual) novel route to learning: A taxonomy of teaching strategies in visual novels. International Conference on the Foundations of Digital Games. DOI: https://doi.org/10.1145/3402942.
Capecchi, S., Lieto, A., Patti, F., Pensa, R. G., Rapp, A., Vernero, F., and Zingaro, S. (2024). A gamified platform to support educational activities about fake news in social media. IEEE Transactions on Learning Technologies. DOI: https://doi.org/10.1109/TLT.2024.3410088.
Ciesla, R. (2019). Game Development with Ren’Py. Springer.
Cunha, B. C. R. d., Brandine, G. S., and Ribeiro, F. M. (2024). Let’s play with facts: lessons learned in developing a serious game to raise awareness about digital disinformation. In Workshop sobre Interação e Pesquisa de Usuários no Desenvolvimento de Jogos (WIPLAY), pages 43–54. Sociedade Brasileira de Computação. DOI: https://doi.org/10.5753/wiplay.2024.245140.
da Silva, F. C. D. and Garcia, A. C. B. (2019). Fake news and sarcasm, what is the limit of a critic and what is intentionally fake? In Anais do XV Simpósio Brasileiro de Sistemas Colaborativos, pages 58–61, Porto Alegre, RS, Brasil. SBC. DOI: https://doi.org/10.5753/sbsc.2019.7807.
Feltrero, R., Hernando, S., and Ionescu, A. (2023). E-learning strategies for media literacy: Engagement of interactive digital serious games for understanding visual online disinformation. American Journal of Distance Education, 37(4):276–293. DOI: https://doi.org/10.1080/08923647.2023.2231814.
French, A. M., Storey, V. C., and Wallace, L. (2023). The impact of cognitive biases on the believability of fake news. European Journal of Information Systems, 34(1):72–93. DOI: https://doi.org/10.1080/0960085X.2023.2272608.
Grace, L. and Hone, B. (2019). Factitious: Large scale computer game to fight fake news and improve news literacy. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, CHI EA ’19, page 1–8, New York, NY, USA. Association for Computing Machinery. DOI: https://doi.org/10.1145/3290607.3299046.
Gurbuz, S. C. and Celik, M. (2022). Serious games in future skills development: A systematic review of the design approaches. Computer Applications in Engineering Education, 30(5):1591–1612. DOI: https://doi.org/10.1002/cae.22557.
Jones-Jang, S. M., Mortensen, T., and Liu, J. (2021). Does media literacy help identification of fake news? information literacy helps, but other literacies don’t. American Behavioral Scientist, 65(2):371–388. DOI: https://doi.org/10.1177/0002764219869406.
Katsaounidou, A., Vrysis, L., Kotsakis, R., Dimoulas, C., and Veglis, A. (2019). MAthE the game: A serious game for education and training in news verification. Education Sciences, 9:155. DOI: https://doi.org/10.3390/educsci9020155.
Kiili, K., Siuko, J., and Ninaus, M. (2024). Tackling misinformation with games: a systematic literature review. Interactive Learning Environments, pages 1–16. DOI: https://doi.org/10.1080/10494820.2023.2299999.
Loth, A., Kappes, M., and Pahl, M.-O. (2024). Blessing or curse? a survey on the impact of generative ai on fake news. arXiv preprint arXiv:2404.03021. DOI: https://doi.org/10.48550/arXiv.2404.03021.
Lu, C., Hu, B., Bao, M.-M., Wang, C., Bi, C., and Ju, X.-D. (2024). Can media literacy intervention improve fake news credibility assessment? a meta-analysis. Cyberpsychology, Behavior, and Social Networking, 27(4):240–252. DOI: https://doi.org/10.1089/cyber.2023.0324.
Maekawa, M. S., Hundzinski, L. N., Chandrahera, S., Tajima, S., Nakai, S., Miyazaki, Y., and Okawa, K. (2021). Design of a social media simulator as a serious game for a media literacy course in Japan. In CSEDU (1), pages 392–399. DOI: https://doi.org/10.5220/0010499903920399.
Maertens, R., Roozenbeek, J., Basol, M., and van der Linden, S. (2021). Long-term effectiveness of inoculation against misinformation: Three longitudinal experiment. Journal of Experimental Psychology: Applied, 27(1):1. DOI: https://doi.org/10.1037/xap0000315.
Marfisi-Schottman, I., George, S., and Tarpin-Bernard, F. (2010). Tools and methods for efficiently designing serious games. In Proceedings of the 4th European Conference on Games Based Learning ECGBL, pages 226–234.
Moreira, T. O., da Silva, C. S., Passos, C., Fernandes, I., and Goldschmidt, R. R. (2024). Aplicação de sistema tutor inteligente em jogo educacional digital para capacitação na identificação de fake news em português: Estudos de caso no ensino médio. In Simpósio Brasileiro de Informática na Educação (SBIE), pages 602–615. SBC. DOI: https://doi.org/10.5753/sbie.2024.241890.
Neylan, J., Biddlestone, M., Roozenbeek, J., and van der Linden, S. (2023). How to "inoculate" against multimodal misinformation: A conceptual replication of roozenbeek and van der linden (2020). Scientific Reports, 13(1):18273. DOI: https://doi.org/10.1038/s41598-023-43885-2.
Norman, D. (2013). The design of everyday things: Revised and expanded edition. Basic books.
Olan, F., Jayawickrama, U., Arakpogun, E. O., Suklan, J., and Liu, S. (2024). Fake news on social media: the impact on society. Information Systems Frontiers, 26(2):443–458. DOI: https://doi.org/10.1007/s10796-022-10242-z.
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T. C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E., et al. (2021). The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. British Medical Journal, 372. DOI: https://doi.org/10.1136/bmj.n71.
Paraschivoiu, I., Buchner, J., Praxmarer, R., and Layer-Wagner, T. (2021). Escape the fake: Development and evaluation of an augmented reality escape room game for fighting fake news. In Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '21, page 320–325, New York, NY, USA. Association for Computing Machinery. DOI: https://doi.org/10.1145/3450337.3483454.
Passos, C. A., da Silva, F. R. M., Fernandes, I., Freire, P. M. S., and Goldschmidt, R. R. (2021). Jedi–um jogo educacional digital para apoiar a capacitação discente na identificação de fake news escritas em língua portuguesa: Estudos de caso nos ensinos médio e superior. Revista Brasileira de Informática na Educação, 29:634–661. DOI: https://doi.org/10.5753/rbie.2021.29.0.634.
Puska, A. A. and Pereira, R. (2023). Exploring digital misinformation as a sociotechnical phenomenon: Insights from a small-scale study. In Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, pages 1–12. DOI: https://doi.org/10.1145/3638067.3638098.
Roozenbeek, J. and Van der Linden, S. (2019). Fake news game confers psychological resistance against online misinformation. Palgrave Communications, 5(1):1–10. DOI: https://doi.org/10.1057/s41599-019-0279-9.
Roozenbeek, J. and van der Linden, S. (2020). Breaking harmony square: A game that "inoculates" against political misinformation. The Harvard Kennedy School Misinformation Review. DOI: https://doi.org/10.37016/mr-2020-47.
Santos, V. V. d. A. and Pereira, C. P. (2024). Promoting prevention to fake news through an educational software. Journal on Interactive Systems, 15(1):170–193. DOI: https://doi.org/10.5753/jis.2024.3769.
Tudjman, M. and Mikelic, N. (2003). Information science: Science about information, misinformation and disinformation. Proceedings of Informing Science+ Information Technology Education, 3(5):3. DOI: https://doi.org/10.28945/2728.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Bruna C. R. Cunha, Sandra S. Rodrigues, Camila Dias de Oliveira Sestito

This work is licensed under a Creative Commons Attribution 4.0 International License.
JIS is free of charge for authors and readers, and all papers published by JIS follow the Creative Commons Attribution 4.0 International (CC BY 4.0) license.


