New Online Game “Bad Vaxx” Trains Players to Spot Vaccine Misinformation

In an era of rampant online misinformation, researchers have developed an innovative approach to combating the spread of false information about vaccines: a free online game called “Bad Vaxx.” This engaging and interactive game immerses players in a simulated social media environment, where they encounter fictional characters who embody common misinformation tactics. These characters, each with distinct manipulative styles, provide a safe space for players to learn and practice identifying misleading information. The game offers two unique gameplay modes: a “good” version, where players work to debunk misinformation and reduce the influence of these characters, and an “evil” version, in which players act as apprentices, learning the manipulative tactics firsthand to better understand how misinformation spreads.

“Bad Vaxx” features four distinct characters representing common misinformation techniques: Ann McDotal, who uses emotional anecdotes; Dr. Forge, a purveyor of pseudoscience and fake expertise; Ali Natural, who promotes appeals to nature and distrust of scientific interventions; and Mystic Mac, a conspiracy theorist weaving intricate and often unfounded narratives. By interacting with these characters in a simulated social media setting, players gain valuable experience in recognizing the telltale signs of manipulation. The game uses weakened versions of real-world misinformation tactics, akin to a vaccine inoculating against a disease, to build players’ immunity to these persuasive techniques.

The effectiveness of “Bad Vaxx” was rigorously evaluated through three randomized controlled trials conducted between 2020 and 2021, involving over 2,300 participants. In each trial, participants were randomly assigned to play either the “good” or “evil” version of the game, or to a control group that played Tetris. Following gameplay, participants were presented with social media posts containing either vaccine misinformation based on the game’s scenarios or neutral content. The results consistently demonstrated that playing “Bad Vaxx,” regardless of the version, significantly improved participants’ ability to differentiate between manipulative and non-manipulative vaccine content. While both versions proved effective, the “good” version generally yielded slightly better results across various measures.

The issue of vaccine misinformation is not new, dating back as far as the 1800s with resistance to the smallpox vaccine. However, the advent of the internet and social media has amplified the reach and impact of misinformation. The rapid spread of false information online, often fueled by influential figures and coordinated campaigns, poses a significant threat to public health. “Bad Vaxx” offers a timely and innovative solution by leveraging the power of gamification to educate and empower individuals to become more discerning consumers of online information.

The developers envision “Bad Vaxx” as a versatile tool with potential applications in various settings. It could be integrated into educational curricula, utilized by public health officials and healthcare professionals, and even incorporated into international public health campaigns across diverse platforms. This accessible and engaging game represents a significant step forward in combating misinformation by equipping individuals with the critical thinking skills needed to navigate the complex landscape of online information, ultimately contributing to a more informed and resilient society.

The free availability of “Bad Vaxx” online at badvaxx.com allows for widespread access to this valuable resource. It presents a unique opportunity for individuals to enhance their critical thinking skills, protect themselves from the influence of misinformation, and contribute to a more informed public discourse surrounding vaccines and public health. By utilizing an engaging and interactive format, “Bad Vaxx” transforms the often daunting task of learning about misinformation into an enjoyable and empowering experience.

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