Authors
Elena Bessarabova, Cameron W Piercy, Shawn King, Cindy Vincent, Norah E Dunbar, Judee K Burgoon, Claude H Miller, Matthew Jensen, Aaron Elkins, David W Wilson, Scott N Wilson, Yu-Hao Lee
Publication date
2016/9/1
Journal
Computers in Human Behavior
Volume
62
Pages
452-466
Publisher
Pergamon
Description
We employed a serious video game to train participants on bias blind spot (BBS), capturing training effects on BBS mitigation and knowledge at three points in time. Experiment 1 (N = 703) compared the effects of hybrid training (a combination of implicit and explicit training) to implicit training; Experiment 2 (N = 620) tested the effects of just-in-time versus delayed feedback; and Experiment 3 (N = 626) examined the effects of singleplayer versus multiplayer learning environments. We also tested differences in game duration (30 vs. 60 min play) and repetition (single vs. repeated play). Overall, the video game decreased BBS linearly over time and increased BBS knowledge at posttest, but knowledge decayed at 8-week posttest. These and other results are discussed, along with the implications, limitations, and future research directions.
Total citations
201620172018201920202021202220232024122536863
Scholar articles
E Bessarabova, CW Piercy, S King, C Vincent… - Computers in Human Behavior, 2016