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Heuristics are mental shortcuts that can facilitate fast decision making but over-relying on heuristics can also lead people to overlook important information and make biased decisions. Heuristics are difficult to change since many people are not aware of their own biases and heuristic processing is so natural to our everyday decision-making. In order to change heuristics, people must become aware of the biases and also have sufficient decision-making practice in avoiding bias. This study examines the effectiveness of using a digital game to mitigate anchoring and three types of representativeness bias (gambler’s fallacy, insufficient data, and base-rate fallacy). The study also examined delivery methods, comparing the digital game against a traditional slideshow lecture and a combination of slideshow and digital game. Results showed that the digital game alone was not effective in mitigating the biases. The slideshow lecture had immediate effects that declined after four weeks. The combined condition of introducing bias knowledge through the slideshow which then allowed players to practice bias mitigation through the game was most effective immediately and after four weeks.
Yu-Hao Lee, University of Florida
Norah E. Dunbar, U of California Santa Barbara
Claude H Miller, U of Oklahoma
Brianna L. Lane, U of Oklahoma
Matthew Jensen, U of Oklahoma
Elena Bessarabova, University of Oklahoma
Judee K. Burgoon, U of Arizona
Bradley Joseph Adame, Arizona State U
Joseph Valacich, U of Arizona
Elissa N Arterburn, U of Oklahoma
Eryn Nichole Bostwick, The University of Oklahoma
Cameron Wade Piercy, U of Oklahoma
Shawn King, U of Oklahoma
Francisco Javier Elizondo, U of Oklahoma
Scott Wilson, U of Oklahoma