4.7 Article

Implicit and explicit training in the mitigation of cognitive bias through the use of a serious game

Journal

COMPUTERS IN HUMAN BEHAVIOR
Volume 37, Issue -, Pages 307-318

Publisher

PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.chb.2014.04.053

Keywords

Video games; Cognitive biases; Training; Bias mitigation; Instructional testing

Funding

  1. Intelligence Advanced Research Projects Activity (IARPA) via the Air Force Research Laboratory (AFRL)
  2. [FA8650-11-C-7178]
  3. Division Of Computer and Network Systems
  4. Direct For Computer & Info Scie & Enginr [1068026] Funding Source: National Science Foundation

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Heuristics can interfere with information processing and hinder decision-making when more systematic processes that might lead to better decisions are ignored. Based on the heuristic-systematic model (HSM) of information processing, a serious training game (called MACBETH) was designed to address and mitigate cognitive biases that interfere with the analysis of evidence and the generation of hypotheses. Two biases are the focus of this paper fundamental attribution error and confirmation bias. The efficacy of the serious game on knowledge and mitigation of biases was examined using an experiment in which participants (N = 703) either played the MACBETH game or watched an instructional video about the biases. Results demonstrate the game to be more effective than the video at mitigating cognitive biases when explicit training methods are combined with repetitive play. Moreover, explicit instruction within the game provided greater familiarity and knowledge of the biases relative to implicit instruction. Suggestions for game development for purposes of enhancing cognitive processing and bias mitigation based on the MACBETH game design are discussed. (C) 2014 Elsevier Ltd. All rights reserved.

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