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.

Document Type

Peer-Reviewed Article

Publication Date

2016

Publisher

Computers in Human Behavior

Language

English

College

Marriott School of Business

Department

Information Systems Management

University Standing at Time of Publication

Assistant Professor

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