Keywords
bias blind spot, mitigation, serious video games, dynamics, time
Abstract
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 ¼ 703) compared the effects of hybrid training (a combination of implicit and explicit training) to implicit training; Experiment 2 (N ¼ 620) tested the effects of just-in-time versus delayed feedback; and Experiment 3 (N ¼ 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.
Original Publication Citation
Bessarabova, E., Piercy, C., King, S., Vincent, C., Dunbar, N. E., Burgoon, J. K., Miller, C. H., Jensen, M., Elkins, A., Wilson, David W., Wilson, S. N., & Lee, Y.- H., “Mitigating Bias Blind Spot via a serious video game” (2016), Computers in Human Behavior, 62, pp. 452-466.
BYU ScholarsArchive Citation
Bessarabova, Elena; Piercy, Cameron W.; King, Shawn; Vincent, Cindy; Dunbar, Norah E.; Burgoon, Judee K.; Miller, Claude H.; Jensen, Matthew; Elkins, Aaron; Wilson, David W.; Wilson, Scott N.; and Lee, Yu-Hao, "Mitigating Bias Blind Spot Via a Serious Video Game" (2016). Faculty Publications. 9336.
https://scholarsarchive.byu.edu/facpub/9336
Document Type
Peer-Reviewed Article
Publication Date
2016
Publisher
Computers in Human Behavior
Language
English
College
Marriott School of Business
Department
Information Systems Management
Copyright Status
© 2016 Elsevier Ltd. All rights reserved.
Copyright Use Information
https://lib.byu.edu/about/copyright/