The FACTory: An educational experience on digital misinformation literacy utilizing serious game techniques
Abstract
By nature, video games are experiences with a greater level of user interaction, beyond typical mediums such as books or videos. Serious games are games that aim to utilize these special advantages of video games as a learning medium. One growing issue that serious games can address is the rise of misinformation in digital media, especially with new psychological techniques made possible by generative AI and deepfakes. Since preadolescents are particularly susceptible to misinformation, The FACTory serves as an accessible and appealing solution, a serious game that incorporates design principles of experiential learning, meaningful play, and narrative immersion, alongside research on belief formation, source monitoring, and misinformation tactics. Players take the role of a fact-checking content moderator who analyzes digital content and utilizes counter-tactics to resist manipulation techniques. Game features include a grand, overarching narrative and interactive minigames, such as logical reasoning tests and emotional manipulation checks. Although quantitative results have not yet been gathered from prototype testing, by simulating engaging and realistic misinformation scenarios, the game’s design is expected to ensure intrinsic teaching of skepticism, metacognition, and heuristic-driven judgements. Future generations require advanced digital literacy skills that extend beyond current frameworks, and The FACTory offers a scalable model for cultivating critical thinking and responsible citizens of the digital age.
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