Case 429: A Murder Mystery Game for Teaching Bias in Generative AI

As generative AI tools become increasingly embedded in education and everyday decision-making, there is a pressing need to foster critical AI literacy—skills that go beyond technical knowledge to include the ability to recognize bias, question automation, and reason under uncertainty. We present a narrative-based mystery game designed to teach players how to detect and interrogate bias in AI-generated outputs. Set in the aftermath of a fictional murder, the game casts individual players as detectives who must solve the case using both human evidence and summaries generated by an AI assistant. These summaries contain embedded forms of algorithmic bias, including representation bias, automation bias, and proxy discrimination. Players interact with the system by cross-verifying summaries with source texts and highlighting statements as accurate, misrepresentation, or hallucination. Grounded in principles from constructivist learning and metacognition, the game encourages reflective judgment, situated learning, and active critique. We describe the game's learning design, narrative structure, interaction mechanics within this paper along with insights gathered from early playtests suggesting that players not only enjoy the mystery format but also begin to question AI outputs more critically. This work contributes to the growing field of AI literacy through games, offering a design framework for embedding ethical reasoning in narrative play.

Authors

Institutions

Publication Details

Published
2025-09-30
DOI
https://doi.org/10.1145/3744736.3749366
Primary Topic
Ethics and Social Impacts of AI
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Case 429: A Murder Mystery Game for Teaching Bias in Generative AI

Canwen Wang, Elizabeth D. Brown, Pragati Maheshwary, Aditi Haiman et al.
Ethics and Social Impacts of AI
article

Case 429: A Murder Mystery Game for Teaching Bias in Generative AI

Canwen Wang, Elizabeth D. Brown, Pragati Maheshwary, Aditi Haiman, Aarnav Sangekar
article en

Abstract

As generative AI tools become increasingly embedded in education and everyday decision-making, there is a pressing need to foster critical AI literacy—skills that go beyond technical knowledge to include the ability to recognize bias, question automation, and reason under uncertainty. We present a narrative-based mystery game designed to teach players how to detect and interrogate bias in AI-generated outputs. Set in the aftermath of a fictional murder, the game casts individual players as detectives who must solve the case using both human evidence and summaries generated by an AI assistant. These summaries contain embedded forms of algorithmic bias, including representation bias, automation bias, and proxy discrimination. Players interact with the system by cross-verifying summaries with source texts and highlighting statements as accurate, misrepresentation, or hallucination. Grounded in principles from constructivist learning and metacognition, the game encourages reflective judgment, situated learning, and active critique. We describe the game's learning design, narrative structure, interaction mechanics within this paper along with insights gathered from early playtests suggesting that players not only enjoy the mystery format but also begin to question AI outputs more critically. This work contributes to the growing field of AI literacy through games, offering a design framework for embedding ethical reasoning in narrative play.

Carnegie Mellon University (US)
Openalex Percentile: Top 74%
Ethics and Social Impacts of AI
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Case 429: A Murder Mystery Game for Teaching Bias in Generative AI — Canwen Wang, Elizabeth D. Brown, et al. · (2025) | TGRS Research Map | TGRS