The Landscape of Misinformation Literacy Games: A Systematic Mapping Review of Game Designs and Evaluation Practices

This systematic mapping review examines 54 gamified interventions aimed at combating misinformation. We analyze the theoretical frameworks, game design, and media contexts of academic and non-academic games. The results indicate a field dominated by web-based simulations and trivia formats. While psychological inoculation is a prominent theoretical framework in the field, most interventions prioritize content-discernment tasks over proactive prebunking strategies. We identify systematic gaps in the identified games. Current interventions remain largely text-centric, focusing on news articles and text-based content, despite the growing use of audiovisual content (e.g., short videos) in the digital landscape. We conclude our study by discussing implications for addressing the evolving, multimodal nature of potentially misleading content using gamified interventions.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831350
Primary Topic
Misinformation and Its Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

The Landscape of Misinformation Literacy Games: A Systematic Mapping Review of Game Designs and Evaluation Practices

Matteo Große-Kampmann, Timo Spinde, Isao Echizen, Omed Abed et al.
3 links
Proceedings of the ACM on Human-Computer Interaction
Misinformation and Its Impacts
article

The Landscape of Misinformation Literacy Games: A Systematic Mapping Review of Game Designs and Evaluation Practices

Matteo Große-Kampmann, Timo Spinde, Isao Echizen, Omed Abed, Smi Hinterreiter, Sijia Guo
article en

Abstract

This systematic mapping review examines 54 gamified interventions aimed at combating misinformation. We analyze the theoretical frameworks, game design, and media contexts of academic and non-academic games. The results indicate a field dominated by web-based simulations and trivia formats. While psychological inoculation is a prominent theoretical framework in the field, most interventions prioritize content-discernment tasks over proactive prebunking strategies. We identify systematic gaps in the identified games. Current interventions remain largely text-centric, focusing on news articles and text-based content, despite the growing use of audiovisual content (e.g., short videos) in the digital landscape. We conclude our study by discussing implications for addressing the evolving, multimodal nature of potentially misleading content using gamified interventions.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
National Institute of Informatics (JP), University of Würzburg (DE), Human Computer Interaction (Switzerland) (CH), Rhine-Waal University of Applied Sciences (DE), University of Göttingen (DE), RWTH Aachen University (DE)
Deutscher Akademischer Austauschdienst, Bundesministerium für Bildung und Forschung, Daimler und Benz Stiftung, Japan Society for the Promotion of Science, Core Research for Evolutional Science and Technology
Quality education
Openalex Percentile: Top 33%
Misinformation and Its Impacts
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The Landscape of Misinformation Literacy Games: A Systematic Mapping Review of Game Designs and Evaluation Practices — Matteo Große-Kampmann, Timo Spinde, et al. · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS