University of Cambridge > Talks.cam > Social Psychology Seminar Series (SPSS) > The Long-Term Effectiveness of Gamified Inoculation: Mapping Decay, Booster Interventions, and Diffusion Messages

The Long-Term Effectiveness of Gamified Inoculation: Mapping Decay, Booster Interventions, and Diffusion Messages

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In this project (N = 8,525) we longitudinally evaluate the effectiveness of a gamified inoculation intervention that protects people against vaccine misinformation (“Bad Vaxx”). Across 30 days after the initial intervention (Bad Vaxx or Tetris) we re-invited a subset of participants to an item rating task to establish their misinformation discernment skills. Some participants in the control group were exposed to inoculation “diffusion messages”, messages generated by inoculated participants to help protect non-inoculated participants. This is the first inoculation longevity study that maps the inoculation decay curve with daily data points for an entire month. We found that the effects decay completely within the first two weeks, unless a booster intervention was administered to top up the effect. We also establish that a key mechanism for the decay of the effect is forgetting what was learned, rather than a decline in motivation. Meanwhile, inoculation diffusion messages had little to no effects, indicating that the scope for spread immunity is likely limited.

This talk is part of the Social Psychology Seminar Series (SPSS) series.

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