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dc.creatorClegg, Benjamin A.
dc.creatorMcKernan, Brian
dc.creatorMartey, Rosa M.
dc.creatorTaylor, Sarah M.
dc.creatorStromer-Galley, Jennifer
dc.creatorKenski, Kate
dc.creatorSaulnier, E. Tobi
dc.creatorRhodes, Matthew G.
dc.creatorFolkestad, James E.
dc.creatorMcLaren, Elizabeth
dc.creatorShaw, Adrienne
dc.creatorStrzalkowski, Tomek
dc.date.accessioned2023-09-13T15:52:07Z
dc.date.available2023-09-13T15:52:07Z
dc.date.issued2015
dc.identifier.citationClegg, B.A., McKernan, B., Martey, R.M., Taylor, S.M., Stromer-Galley, J., Kenski, K., Saulnier, E.T., Rhodes, M.G., Folkestad, J.E., McLaren, E., Shaw, A., & Strzalkowski, T. (2015). Effective mitigation of anchoring bias, projection bias, and representativeness bias from serious game-based training. Procedia Manufacturing, 3, 1558-1565. http://dx.doi.org/10.1016/j.promfg.2015.07.438.
dc.identifier.issn2351-9789
dc.identifier.urihttp://hdl.handle.net/20.500.12613/9009
dc.description.abstractAlthough human use of heuristics can result in ‘fast and frugal’ decision-making, those prepotent tendencies can also impair our ability to make optimal choices. Previous work had suggested such cognitive biases are resistant to mitigation training. Serious games offer a method to incorporate desirable elements into a training experience, and allow the use of mechanisms that enhance learning and retention. We developed a game to train recognition and mitigation of three forms of cognitive bias: anchoring, a tendency to be inordinately influenced by one piece of information; projection, an implicit assumption that others think or know what you do; and representativeness, judging the likelihood of a hypothesis by how much the available data resembles it. Participants were randomly assigned to play the training game once, twice spaced by 10 to 12 days, or a control condition that used a training video. External questionnaire-based assessments were given immediately post-training and 12 weeks later. Superior training was seen from the game. An independent group using our training game with their own novel bias assessment instruments (to which the researchers and game-developers had no access or content information) validated the key finding. These results demonstrate the viability and high value of using serious computer games to train mitigation of cognitive biases.
dc.format.extent8 pages
dc.languageEnglish
dc.language.isoeng
dc.relation.ispartofFaculty/ Researcher Works
dc.relation.haspartProcedia Manufacturing, Vol. 3
dc.relation.isreferencedbyElsevier
dc.rightsAttribution-NonCommercial-NoDerivs CC BY-NC-ND
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectSerious computer games
dc.subjectTraining
dc.subjectBias mitigation
dc.titleEffective mitigation of anchoring bias, projection bias, and representativeness bias from serious game-based training
dc.typeText
dc.type.genreJournal article
dc.description.departmentMedia Studies and Production
dc.relation.doihttps://doi.org/10.1016/j.promfg.2015.07.438
dc.ada.noteFor Americans with Disabilities Act (ADA) accommodation, including help with reading this content, please contact scholarshare@temple.edu
dc.description.schoolcollegeKlein College of Media and Communication
dc.creator.orcidShaw|0000-0001-5526-1839
dc.temple.creatorShaw, Adrienne
refterms.dateFOA2023-09-13T15:52:07Z


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