volume 5 issue CSCW2 pages 1-26

ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System

Publication typeJournal Article
Publication date2021-10-13
scimago Q1
SJR0.919
CiteScore7.7
Impact factor
ISSN25730142
Social Sciences (miscellaneous)
Computer Networks and Communications
Human-Computer Interaction
Abstract

Because of the increasingly negative impacts of the echo chamber effect, such as the dissemination of fake news and political polarization occurring in social networking services (SNSs), considerable efforts are being made to mitigate this effect. Prior HCI studies have presented the development of user interfaces to display information that reflects various standpoints, with the aim of nudging people to consume information in a more objective fashion. However, these efforts still lack the ability to highlight the characteristics, generation processes, and negative effects of echo chambers, so they may not be effective in helping people become sufficiently aware of the echo chamber effect and those who are already in an echo chamber. In this paper, we present ChamberBreaker (CB), which has been designed to help increase a player's awareness of and preemptively respond to an echo chamber effect based on psychological concepts: inoculation, heuristics for judging, and gamification. Through a user study with 882 participants (control group: 446, experimental group: 436), we demonstrated the feasibility of our game-based methodology to support the awareness of the echo chamber effect and the importance of maintaining diverse perspectives when consuming information. Our findings highlight the externalization of psychological standpoints in mitigating an echo chamber effect and suggest design implications for system development---the consideration of demographics, playing time, and the connection to fake news recognition---for digital literacy education. You can play CB at http://tiny.cc/chamberbreaker (The game only works with Chrome.)

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GOST Copy
Jeon Y. et al. ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System // Proceedings of the ACM on Human-Computer Interaction. 2021. Vol. 5. No. CSCW2. pp. 1-26.
GOST all authors (up to 50) Copy
Jeon Y., Kim B., Xiong A., Lee D., Han K. ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System // Proceedings of the ACM on Human-Computer Interaction. 2021. Vol. 5. No. CSCW2. pp. 1-26.
RIS |
Cite this
RIS Copy
TY - JOUR
DO - 10.1145/3479859
UR - https://doi.org/10.1145/3479859
TI - ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System
T2 - Proceedings of the ACM on Human-Computer Interaction
AU - Jeon, Youngseung
AU - Kim, Bogoan
AU - Xiong, Aiping
AU - Lee, Dongwon
AU - Han, Kyungsik
PY - 2021
DA - 2021/10/13
PB - Association for Computing Machinery (ACM)
SP - 1-26
IS - CSCW2
VL - 5
SN - 2573-0142
ER -
BibTex |
Cite this
BibTex (up to 50 authors) Copy
@article{2021_Jeon,
author = {Youngseung Jeon and Bogoan Kim and Aiping Xiong and Dongwon Lee and Kyungsik Han},
title = {ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System},
journal = {Proceedings of the ACM on Human-Computer Interaction},
year = {2021},
volume = {5},
publisher = {Association for Computing Machinery (ACM)},
month = {oct},
url = {https://doi.org/10.1145/3479859},
number = {CSCW2},
pages = {1--26},
doi = {10.1145/3479859}
}
MLA
Cite this
MLA Copy
Jeon, Youngseung, et al. “ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System.” Proceedings of the ACM on Human-Computer Interaction, vol. 5, no. CSCW2, Oct. 2021, pp. 1-26. https://doi.org/10.1145/3479859.