Playing with fake news : state of fake news video games

Detalhes bibliográficos
Autor(a) principal: DeJong, Scott
Data de Publicação: 2023
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10437/13423
Resumo: Employed almost synonymously with disinformation and misinformation, fake news refers to the increasing discourse of mis configured news and information being shared online which has prompted global concern. Calls for digital literacy have come from researchers, governments, and public interest groups who developing an array of resources for the public. Games are one intervention. This article explores what it refers to as ‘fake news games’. Not focusing on a specific game genre, it considers video games that discuss or present fake news as central to their play or design. This paper evaluates how fake news is being presented in games and asks how the concept understood across these games. By analyzing the content, skills, and goals in these games, it situates fake news alongside digital literacy skills to see how the term is being re-framed by the medium of games. Twenty-two games were studied from a larger sample collected in late 2020. Through play analysis of twenty-two fake news video games collected in 2020 this paper provides an overview of game’s that discuss fake news. Games were play-tested and recorded to see the range of content, skills and central themes that were invoked in these games. These led to findings dis cussing the design, core premise, and general discourse around fake news that was promoted through play. The findings in this article offer value for future directions of discussion and game design focused on fake news. By pointing to gaps and differences in games in the field, this article offers potential information for designers while also highlighting how fake news is re-framed by these games. It emphasizes which points of interest around fake news are commonly being brought up, and points to future design and implementation considerations for scholars and designers.
id RCAP_9b7b31892d94903a67d9a5539203578b
oai_identifier_str oai:recil.ensinolusofona.pt:10437/13423
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling Playing with fake news : state of fake news video gamesAUDIOVISUALARTEJOGOSIMPACTO SOCIALVIDEOJOGOSLITERATURAARTGAMESSOCIAL IMPACTVIDEO GAMESEmployed almost synonymously with disinformation and misinformation, fake news refers to the increasing discourse of mis configured news and information being shared online which has prompted global concern. Calls for digital literacy have come from researchers, governments, and public interest groups who developing an array of resources for the public. Games are one intervention. This article explores what it refers to as ‘fake news games’. Not focusing on a specific game genre, it considers video games that discuss or present fake news as central to their play or design. This paper evaluates how fake news is being presented in games and asks how the concept understood across these games. By analyzing the content, skills, and goals in these games, it situates fake news alongside digital literacy skills to see how the term is being re-framed by the medium of games. Twenty-two games were studied from a larger sample collected in late 2020. Through play analysis of twenty-two fake news video games collected in 2020 this paper provides an overview of game’s that discuss fake news. Games were play-tested and recorded to see the range of content, skills and central themes that were invoked in these games. These led to findings dis cussing the design, core premise, and general discourse around fake news that was promoted through play. The findings in this article offer value for future directions of discussion and game design focused on fake news. By pointing to gaps and differences in games in the field, this article offers potential information for designers while also highlighting how fake news is re-framed by these games. It emphasizes which points of interest around fake news are commonly being brought up, and points to future design and implementation considerations for scholars and designers.Edições Universitárias Lusófonas2023-01-02T17:13:03Z2023-01-01T00:00:00Z2023-01-01info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10437/13423eng2975-8386DeJong, Scottinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-03-09T14:07:04Zoai:recil.ensinolusofona.pt:10437/13423Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T17:14:30.843887Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Playing with fake news : state of fake news video games
title Playing with fake news : state of fake news video games
spellingShingle Playing with fake news : state of fake news video games
DeJong, Scott
AUDIOVISUAL
ARTE
JOGOS
IMPACTO SOCIAL
VIDEOJOGOS
LITERATURA
ART
GAMES
SOCIAL IMPACT
VIDEO GAMES
title_short Playing with fake news : state of fake news video games
title_full Playing with fake news : state of fake news video games
title_fullStr Playing with fake news : state of fake news video games
title_full_unstemmed Playing with fake news : state of fake news video games
title_sort Playing with fake news : state of fake news video games
author DeJong, Scott
author_facet DeJong, Scott
author_role author
dc.contributor.author.fl_str_mv DeJong, Scott
dc.subject.por.fl_str_mv AUDIOVISUAL
ARTE
JOGOS
IMPACTO SOCIAL
VIDEOJOGOS
LITERATURA
ART
GAMES
SOCIAL IMPACT
VIDEO GAMES
topic AUDIOVISUAL
ARTE
JOGOS
IMPACTO SOCIAL
VIDEOJOGOS
LITERATURA
ART
GAMES
SOCIAL IMPACT
VIDEO GAMES
description Employed almost synonymously with disinformation and misinformation, fake news refers to the increasing discourse of mis configured news and information being shared online which has prompted global concern. Calls for digital literacy have come from researchers, governments, and public interest groups who developing an array of resources for the public. Games are one intervention. This article explores what it refers to as ‘fake news games’. Not focusing on a specific game genre, it considers video games that discuss or present fake news as central to their play or design. This paper evaluates how fake news is being presented in games and asks how the concept understood across these games. By analyzing the content, skills, and goals in these games, it situates fake news alongside digital literacy skills to see how the term is being re-framed by the medium of games. Twenty-two games were studied from a larger sample collected in late 2020. Through play analysis of twenty-two fake news video games collected in 2020 this paper provides an overview of game’s that discuss fake news. Games were play-tested and recorded to see the range of content, skills and central themes that were invoked in these games. These led to findings dis cussing the design, core premise, and general discourse around fake news that was promoted through play. The findings in this article offer value for future directions of discussion and game design focused on fake news. By pointing to gaps and differences in games in the field, this article offers potential information for designers while also highlighting how fake news is re-framed by these games. It emphasizes which points of interest around fake news are commonly being brought up, and points to future design and implementation considerations for scholars and designers.
publishDate 2023
dc.date.none.fl_str_mv 2023-01-02T17:13:03Z
2023-01-01T00:00:00Z
2023-01-01
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10437/13423
url http://hdl.handle.net/10437/13423
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2975-8386
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Edições Universitárias Lusófonas
publisher.none.fl_str_mv Edições Universitárias Lusófonas
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799131242013130752