Game Designer & Researcher

MISINFOMADNESS

A multiplayer card game that transforms fact-checking into an engaging social experience while helping users develop critical media literacy skills.

My Role Game Designer & Researcher
Timeline March - May 2023
Team Naeema, Aditi, Guinevere, César, Charlotte
Game Design User Research Prototyping User Testing

Overview

The Problem

Users lack the necessary tools and skills to quickly identify misinformation in an increasingly complex media landscape, leading to the spread of false information and diminished trust in legitimate news sources.

How might we create an engaging experience that helps people develop better critical thinking skills for evaluating the truthfulness of news and information they encounter?

Our Solution

Misinfo Madness is a multiplayer card game that transforms fact-checking into an engaging social experience. Players work in teams to separate misinformation from truth across various categories of current events.

The game helps players develop critical media literacy skills through fun, competitive gameplay.

Key Features

  • Team-based competitive gameplay
  • Seven diverse misinformation categories
  • Challenge mechanic to encourage debate
  • Educational verification system

Impact

  • Players gained confidence in identifying misinformation
  • Improved ability to detect fake news
  • Highly engaging gameplay experience
  • Created transferable fact-checking skills

My Contribution

As a game designer on this project, I led the development of game mechanics and rules, ensuring that the educational objectives were effectively translated into engaging gameplay. I contributed to the research phase, including literature review and competitive analysis.

I was responsible for designing the challenge system that encourages debate between teams and creates teachable moments about evaluating information. I also developed the card taxonomy system and contributed to card content creation and prototyping.

Research Process

To create an effective tool for combating misinformation, we needed to understand how people currently evaluate information and the challenges they face in identifying fake news.

1

Literature Review

We examined studies on misinformation spread, engagement patterns, and existing fact-checking methodologies to understand the scope of the problem:

  • Analyzed viral fake news trends and engagement metrics
  • Studied psychological factors that make people susceptible to misinformation
  • Reviewed educational approaches to media literacy

Key Insight: By election day, fake news stories can receive nearly as many engagements as mainstream news sources, highlighting a critical information literacy gap.

2

Competitive Analysis

We examined existing games and tools designed to combat misinformation to identify opportunities for innovation:

  • Educational websites and quizzes
  • Media literacy games
  • Fact-checking platforms

Why This Matters: We found that most existing solutions were either too academic (not engaging) or too simplistic (not educational). This revealed an opportunity to create a social experience that balances fun and learning.

3

User Interviews

We conducted interviews with 12 participants from diverse backgrounds to understand:

  • How people currently evaluate news credibility
  • Common misconceptions about fact-checking
  • Barriers to verifying information
  • Preferences for learning about media literacy

Key Finding: 78% of participants were more likely to believe information shared by friends or family, highlighting the importance of social dynamics in information evaluation.

Key Research Findings

Social Reinforcement

Participants indicated they were more likely to believe information shared by friends or family members, even without verification.

Social dynamics play a crucial role in how information is evaluated and shared, suggesting that a group-based approach to fact-checking could be effective.

Source Credibility

Users often make quick judgments based on the perceived credibility of news sources rather than evaluating the content itself.

Many participants struggled to identify reliable indicators of source credibility beyond brand recognition.

Content Characteristics

Sensational headlines, emotional language, and visual presentation significantly influence perception of information.

Participants admitted they rarely read beyond headlines before forming opinions about news stories.

Time Constraints

Most participants cited lack of time as the primary barrier to thorough fact-checking in their daily lives.

Users typically spend very little time evaluating the credibility of a news story before accepting or dismissing it.

Design Process

Our design process followed a game-centric approach, focusing on creating an educational experience that doesn't feel didactic but remains engaging and fun.

1

Concept Development

We brainstormed various game mechanics that would:

  • Encourage critical thinking
  • Facilitate group discussion
  • Create memorable learning moments
  • Remain accessible to a broad audience

After exploring multiple concepts, we settled on a team-based card game that transforms fact-checking into a competitive social experience.

Our core concept: Players become fact-checkers from competing organizations, racing to correctly identify true and false information while developing better media literacy skills.

2

Game Mechanics Design

We developed core mechanics that would translate our educational objectives into engaging gameplay:

Team-Based Competition

Creates social reinforcement for learning and encourages discussion about information evaluation strategies.

True/False Sorting

Simple, intuitive mechanic that mirrors real-world information evaluation processes.

Challenge System

Enables players to call out potential misinformation, creating natural teachable moments.

Category Selection

Allows players to explore different domains of misinformation based on their interests.

Design Challenge: Educational Balance

The most significant design challenge was creating a game that could effectively teach critical thinking skills without feeling like a classroom exercise.

Our solution was to embed the educational content within an engaging social mechanic, where learning happens naturally through discussion, debate, and discovery rather than direct instruction.

3

Categories Development

Based on our research into common misinformation topics, we identified seven key categories for the game:

Climate Change

Environmental impacts, policy measures, and scientific findings related to climate change.

Elections & Government

Political processes, election procedures, and policy interpretations.

Business & Economies

Financial markets, economic trends, corporate news, and global trade.

Pop Culture

Celebrity news, entertainment industry, and cultural trends.

Religion

Religious practices, interpretations of texts, and interfaith relations.

Health & Wellness

Medical research, disease information, and health recommendations.

War & Military

Armed conflicts, military operations, and international relations.

Selection Criteria: Categories were chosen based on prevalence of misinformation, relevance to players' lives, and potential for engaging content that challenges assumptions.

4

Card Content Creation

For each category, we developed a balanced mix of true and false information cards using:

  • Fact-checked news stories from reputable sources
  • Documented instances of viral misinformation
  • Various presentation formats (headlines, social media posts, news excerpts)

Creating Effective Cards

To maximize educational value, we designed cards to highlight specific patterns and techniques commonly used in misinformation:

  • Emotional manipulation through charged language
  • Misleading statistics and selective data presentation
  • Unverifiable claims and anonymous sources
  • False context and doctored visuals
5

Verification System

We developed a verification system on the back of each card that provides:

  • Clear TRUE/FALSE status with visual indicators
  • Brief explanation of why the information is true or false
  • Source attribution and context

This system ensures that when players discover whether they were correct, they also learn why the information was true or false, reinforcing critical thinking patterns for future encounters with similar content.

Game Rules

Misinfo Madness is designed to be accessible while creating meaningful learning opportunities. The gameplay is straightforward but creates rich dynamics for discussion and critical thinking.

How To Play

Required: At least 4 players (2 teams), Information Cards

Objective: Be the first team to reach 10 points by correctly identifying true and false information

  1. Category Selection: A team picks a category of information they want to explore.
  2. Card Evaluation: A member of the team draws a card and reads it aloud. The team then discusses and decides whether the information is true or false, placing the card in the corresponding pile.
  3. Turn Rotation: Teams alternate turns drawing and sorting cards from their chosen categories.
  4. Challenge Mechanic: At any point, a member of the opposing team can challenge a card's placement if they disagree with the assessment. This triggers verification of the card.
  5. Scoring: The team that correctly sorted the card (or successfully challenged an incorrect sorting) receives one point.
  6. Victory: The first team to accumulate 10 points wins the game.
Diagram showing the flow of gameplay

Game Dynamics

Strategic Decision-Making

Teams must balance speed with accuracy, deciding when to be cautious and when to make quick judgments.

This mirrors real-world information evaluation, where time constraints often influence decision quality.

Critical Discussions

The team format naturally encourages discussion about why information might be true or false.

Players share their reasoning and evaluation strategies, creating peer-to-peer learning opportunities.

Pattern Recognition

As players encounter multiple examples of misinformation, they begin to recognize common patterns and techniques.

This pattern recognition builds transferable skills for real-world media consumption.

Challenging Assumptions

The challenge mechanic allows players to question each other's assessments, creating a culture of healthy skepticism.

This reinforces the idea that critical evaluation is normal and necessary.

Educational Design Principles

Active Learning

Players must actively engage with information rather than passively receiving it

Social Learning

Knowledge is constructed through group discussion and collective reasoning

Immediate Feedback

Players receive instant verification of their assessments

Contextual Learning

Skills are developed in a context similar to real-world scenarios

Prototyping

Iterative Development

Our prototyping journey progressed through three key phases, each building on learnings from the previous stage:

Low-Fidelity Medium-Fidelity High-Fidelity

We began with simple paper prototypes to test core mechanics, then progressed to more refined designs as we validated our approach. This iterative process allowed us to refine the game with user feedback at every stage.

Low-Fidelity Prototype

Our initial prototypes focused on testing the core gameplay mechanics:

  • Simple black and white card layouts
  • Basic game flow testing
  • Preliminary rule development

Key Learnings

Early testing revealed that players engaged most deeply when discussing why they believed information was true or false. This led us to enhance the team discussion aspect of gameplay and develop a more robust challenge system.

Low-fidelity prototype cards
Medium-fidelity prototype with color-coded categories

Medium-Fidelity Prototype

Our second iteration introduced more structured design elements:

  • Color-coded category system
  • Refined card layouts with placeholder content
  • Structured game flow testing
  • Improved verification system

Key Learnings

Medium-fidelity testing showed that the verification system needed to be more educational. We expanded the explanations on each card and improved the visual design to make the true/false status immediately clear.

High-Fidelity Prototype

Our final prototype reflected the complete game experience:

  • Fully designed cards with real headlines and information
  • Purple color scheme with consistent visual identity
  • Comprehensive rule set and game materials
  • Enhanced verification system with educational components

Key Learnings

Final testing confirmed that the game successfully balanced entertainment with education. Players were engaged with the competitive mechanics while simultaneously developing critical thinking skills around media literacy.

Final Card Designs

Final card designs showing true and false examples
Climate Facts Grid

Card Design Features

Category Identification

Each card clearly displays its topic category at the top, helping players organize gameplay and focus on specific subject areas.

The consistent category system helps players recognize patterns of misinformation across different domains.

Visual Source Context

Cards include visual indicators of the information source (news site, social media, etc.) to help players evaluate credibility.

This design element teaches players to consider source context when evaluating information.

Clear Verification

The back of each card provides immediate feedback with distinct visual cues (green check vs. red x) and clear TRUE/FALSE labeling.

Educational explanations reinforce learning about why the information is true or false.

Tactile Experience

Physical cards create an engaging social experience that encourages conversation and debate between players.

The flip-to-verify mechanic creates anticipation and memorable learning moments.

Card Categories

Climate Change

Environmental impacts, policy, scientific findings

Elections & Govt

Political processes, elections, policies

Business & Econ

Markets, economics, corporate news

Pop Culture

Celebrities, entertainment, trends

Religion

Religious practices, texts, relations

Health & Wellness

Medical research, disease, health

War & Military

Conflicts, military, international

Educational Design Principles

Each card is carefully designed to create memorable learning experiences:

Visual Literacy: Players learn to identify visual cues that may indicate credibility issues

Source Evaluation: Cards reinforce the importance of considering information sources

Content Analysis: Players develop skills for identifying problematic claims and language

Verification Habits: The game mechanics reinforce the habit of checking facts

Playtesting

We conducted multiple rounds of playtesting to refine the game mechanics, content, and overall experience, focusing on both engagement and educational impact.

Group of graduate students playtesting Misinfo Madness

Round 1: Initial Concept Testing

Participants: Students at Parsons (20-35 years old)
Focus: Core gameplay mechanics and engagement

Key Findings

  • Players were highly engaged with the challenge mechanism
  • Some headlines didn't generate enough discussion
  • Players wanted more information about sources
  • The timer created unnecessary pressure

Iterations

  • Added more content to generate discussion
  • Removed the timer to allow for deeper engagement
  • Enhanced the context provided on cards
  • Increased card size for better readability

Round 2: Content and Experience Testing

Participants: Diverse group of gamers (20-30 years old)
Focus: Card content, learning outcomes, and engagement

Key Findings

  • Players were surprised by how often they misidentified fake news
  • Source indicators significantly influenced decisions
  • Some categories were more engaging than others
  • Players wanted a clearer visual system for verification

Iterations

  • Refined the visual design system with clearer true/false indicators
  • Balanced the difficulty across categories
  • Enhanced the educational content on verification cards
  • Improved visual hierarchy on cards

Player Feedback

I was shocked by how many times I got fooled by a headline that sounded completely legitimate. This game really makes you think twice about everything you read.

— Playtest Participant

The discussions we had while deciding if something was true or false were the best part. It was interesting to hear everyone's reasoning.

— Playtest Participant

I feel like I learned actual strategies for spotting fake news that I can use in real life.

— Playtest Participant

The challenge mechanism keeps you on your toes. You have to be confident in your assessment or someone will call you out.

— Playtest Participant

Key Playtesting Insights

Our testing revealed several important insights that guided our final design:

  • Social Learning: The team-based approach created powerful learning moments through discussion
  • Source Awareness: Players became more conscious of how source presentation influences credibility judgments
  • Confidence Calibration: Players gained better awareness of when they should be confident vs. skeptical
  • Fun Factor: The competitive element maintained engagement throughout the educational experience

Results & Impact

Learning Outcomes

Players demonstrated improved understanding of:

  • Common Misinformation Techniques: Recognizing emotional manipulation, cherry-picked statistics, and unverifiable claims
  • Source Evaluation Strategies: Looking beyond the surface to evaluate credibility indicators
  • Cross-Checking Importance: Understanding why verifying information across multiple sources is essential
  • Emotional Awareness: Recognizing how emotional reactions can influence judgment of information

Future Development

Card Game (1st Iteration)

The physical card game provides a tangible, social experience for developing critical media literacy skills through engaging gameplay.

Web-Based Game (2nd Iteration)

A digital adaptation would allow for online multiplayer functionality, expanded card library, and automated fact verification to reach a wider audience.

Reflections & Learnings

What Worked Well

Game-Based Learning: The competitive element made learning about misinformation engaging rather than tedious

Team Dynamics: Discussion-based gameplay created powerful learning moments through peer-to-peer knowledge sharing

Visual Design: The purple color scheme and clear visual hierarchy helped players navigate complex information

Category System: Organizing content into themed categories helped manage complexity and increase relevance

Challenges & Opportunities

Balancing Education and Entertainment: Ensuring the game remained fun while still effectively teaching critical thinking skills

Content Neutrality: Designing cards that challenge assumptions across the political spectrum

Staying Current: Creating a system that can be updated as new misinformation trends emerge

Measuring Impact: Developing better tools to assess how gameplay translates to real-world behavior

Personal Growth

This project reinforced the power of game design principles in addressing serious educational challenges. By transforming a potentially dry subject into an engaging social experience, we created a tool that can have lasting impact on how people interact with information in their daily lives.

As a designer, I gained valuable experience in:

  • Balancing educational objectives with engaging gameplay
  • Designing mechanics that facilitate natural learning
  • Iterative prototyping based on user feedback
  • Creating systems that promote critical thinking

Most importantly, this project demonstrated that games can be powerful vehicles for developing essential skills in an increasingly complex information landscape.

Overview Research Design Gameplay Impact