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April 14, 2026SHILAP Revista de lepidopterología0 citationsOpen Access

Serious games vs The Disinformation: Are educational games effective against malicious content?

BCBruna C. R. CunhaSRSandra Souza RodriguesCSCamila Dias de Oliveira Sestito

Key Points

  • The study aims to assess whether a serious game can alter players' perspectives on news consumption behaviors.
  • Developed a visual novel game focused on combating fake news
  • Conducted a systematic mapping of existing educational games
  • Administered pre- and post-game questionnaires to 42 participants regarding information consumption
  • Identified 10 games with empirical evaluations showing effectiveness in teaching fake news identification
  • Found statistically significant improvements in all 6 self-assessment questions related to information consumption

Abstract

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.

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Cite This Study

Cunha et al. (2026) studied this question.

synapsesocial.com/papers/69ddd8eee195c95cdefd6689https://doi.org/10.5753/jis.2026.5986
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Also Consider

Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context:

  1. 1Playing an Augmented Reality Escape Game Promotes Learning About Fake News2024 · 8 citations
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  5. 5Missed Information: A Video Game Designed to Teach Methods of Spotting Fake News in Social Media2021 · 1 citations