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This study leverages unique strengths of cognitive research on belief change and design principles of gamification to develop, distribute, and evaluate a new digital game to refute COVID-19 misconceptions. A digital game was developed to motivate and positively engage approximately 11,000 learners via game elements and mechanics, including individual feedback, which assessed beliefs in prevalent disease facts and myths and widely distributed online. When participants indicated a misbelief, they were presented a refutation, and affective reactions, belief in refutation, perceived usefulness of content were measured. User interactions were data mined for relevant learner analytic variables and results contribute to theoretical knowledge about how, why, and for whom corrections in a digital gamified context can effectively update controversial misconceptions.