Escape Rooms for Misinformation Education: A Case Study ofCo-design with Two Communities

This case study explores the application of co-design to develop digital misinformation escape room games tailored to two distinct communities, an interest-based group (music fans) and a subset of the general population united by shared identity (the Black community). Motivated by calls for educational interventions on misinformation that resonate with diverse communities, the research team created a co-design framework based on an existing misinformation escape room, and facilitated a series of co-design sessions with participants from the two communities. These sessions resulted in two new games featuring entirely new narratives built upon the original ✛ ✜✢ ✣✤ ✥ ✥ ✦✧ ★ ✩✦ ★ ✧ ✣ ✜ ✪ ✫ ✢ ✣ ✩ ✬ ✜ ✪ ✭✩ ✥ ✮ ✯ ✭✪ ✫ ✭ ✪ ✛ ✥ ✫ ✣ ✢ ✰ ✪ ✥ ✦✧ ✜ ✦✣ ✦ ✬ ✣ ✱✰ ✦✣ ✪ ✦ ✭✜✲ ✰✳ ✧ ✜✱ ✭✫✴ narrative-focused co-design to engage diverse populations. The study discusses both successes and challenges encountered, offering insights to guide future misinformation game development.

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Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2470
Primary Topic
Misinformation and Its Impacts
Type
article
Field-Weighted Citation Impact
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article

Escape Rooms for Misinformation Education: A Case Study ofCo-design with Two Communities

Chris Coward, Jin Ha Lee, Nisha Devasia
Misinformation and Its Impacts
article

Escape Rooms for Misinformation Education: A Case Study ofCo-design with Two Communities

Chris Coward, Jin Ha Lee, Nisha Devasia
article en

Abstract

This case study explores the application of co-design to develop digital misinformation escape room games tailored to two distinct communities, an interest-based group (music fans) and a subset of the general population united by shared identity (the Black community). Motivated by calls for educational interventions on misinformation that resonate with diverse communities, the research team created a co-design framework based on an existing misinformation escape room, and facilitated a series of co-design sessions with participants from the two communities. These sessions resulted in two new games featuring entirely new narratives built upon the original ✛ ✜✢ ✣✤ ✥ ✥ ✦✧ ★ ✩✦ ★ ✧ ✣ ✜ ✪ ✫ ✢ ✣ ✩ ✬ ✜ ✪ ✭✩ ✥ ✮ ✯ ✭✪ ✫ ✭ ✪ ✛ ✥ ✫ ✣ ✢ ✰ ✪ ✥ ✦✧ ✜ ✦✣ ✦ ✬ ✣ ✱✰ ✦✣ ✪ ✦ ✭✜✲ ✰✳ ✧ ✜✱ ✭✫✴ narrative-focused co-design to engage diverse populations. The study discusses both successes and challenges encountered, offering insights to guide future misinformation game development.

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Misinformation and Its Impacts
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