Evidence Summary
A Review of:
Cho,
Y., Coward, C., Lackner, J., Windleharth, T. W.,
& Lee, J. H. (2023). The use of an escape room as an immersive learning
environment for building resilience to misinformation. Journal of
Librarianship and Information Science, 57(2), 524-538. https://doi.org/10.1177/09610006231208027
Reviewed by:
Collin
Stephenson
Research Success
Librarian
University of
Texas at Arlington Libraries
Arlington,
Texas, United States of America
Email: collin.stephenson@uta.edu
Received: 27 Aug. 2025 Accepted:
30 Sept. 2025
2025 Stephenson. This is an Open
Access article distributed under the terms of the Creative Commons‐Attribution‐Noncommercial‐Share Alike License 4.0
International (http://creativecommons.org/licenses/by-nc-sa/4.0/),
which permits unrestricted use, distribution, and reproduction in any medium,
provided the original work is properly attributed, not used for commercial
purposes, and, if transformed, the resulting work is redistributed under the
same or similar license to this one.
DOI: 10.18438/eblip30874
Objective – To evaluate the
efficacy of game-based learning as a tool to teach misinformation recognition
strategies, with an additional focus on cognitive bias, emotion, and attitudes
related to misinformation. The authors also explore librarians’ responses to
the use of the game as library educational programming to identify strengths
and areas of concern in the game design process.
Design – Mixed-methods user study combining participant
survey data with inductive and deductive coding of qualitative data extracted
from video recordings and open-ended questions.
Setting – Washington State public libraries, primarily city
and suburban locations.
Subjects – 80 public library patrons and 6 public librarians in
gameplay; 50 patrons additionally completed the optional survey.
Methods – For this exploratory study, authors
designed a misinformation escape room game based on interviews with librarians,
college student input, and escape room developer collaboration. The authors
recruited and trained public librarians to host the game and facilitate
follow-up discussions, then recruited 80 participants via communication
channels chosen by the public librarians, including newsletters, websites, and
social media. The game was run 17 times across six locations. Game
participation and discussions were recorded and transcribed. Following the
game, participants were asked to complete a survey that included quantitative
and qualitative responses, and librarians participated in a focus group after
completing all of their game sessions. Researchers then coded the responses
with both predefined and emergent codes.
Main Results – Researchers
found that participants were exposed to new misinformation techniques during
the game, especially deepfake images and videos. Participants stated in the
follow-up discussion that the use of misinformation created a sense of
vulnerability, and they reflected on their individual responsibility regarding
the spread of misinformation, including that once misinformation is shared, it
cannot truly be unshared. As a result of the game, many participants
highlighted the need for greater caution and critical thinking when engaging
with information. Participants appreciated that the game was both fun and
cooperative while affirming that it improved their awareness of misinformation
techniques.
Conclusion – The combination
of immersive experience, collaborative play, and the post-game discussion led
to better awareness of modern misinformation techniques and a willingness to
reflect on the experience of engaging in misinformation. The post-game debrief
is particularly important as it allows participants to form connections between
the game and real-world misinformation experiences. Further research could
pursue more conclusive evidence regarding patterns in misinformation
experiences, or a longitudinal study could explore the game’s long-term effects
on participants’ attitudes and behaviors.
Gamified
learning has long been studied, spearheaded by Malone’s (1980) pioneering work
on intrinsic learning motivation in games, with modern research on gaming now
having enough data to justify the strategy and posit future initiatives for
study (Zainuddin et al., 2020). The authors of this study align their game
design with that of Roozenbeek and van der Linden
(2019) with the intent to integrate more advanced techniques in order to yield
greater educational outcomes. The authors invest a great deal of effort into
the intentional development of an educational game through a collaborative
effort with librarians, student input, and experienced game designers.
This
study was evaluated with the CRisTAL checklist for
appraising a user study (n.d.) as well as the EBL Critical Appraisal Checklist
(Glynn, 2006). The authors clearly define their focus on evaluating games-based
learning and take an effective design approach to test their hypotheses. Their
decision to train librarians to run the game while the researchers would only
review the results afterwards provides a strong defense against bias, and
having the game run at multiple locations with different user populations
diversifies the sample outcomes effectively. The combination of possible data
points drawn from researcher observation, guided discussion, and independent
survey responses could allow for the researchers to evaluate the game’s impact
from a variety of angles. The researchers report findings that participants
were less familiar with deepfake images and videos, and that participants have
strong, emotional responses to the spread of misinformation. Additionally,
participants connected the gamified learning experience to real-world outcomes,
all of which resonates with the trend of gamification-as-education in
libraries. These findings could be used to justify the time and labor for other
librarians to pursue the creation of a similar game.
While
the authors state that this study is exploratory and not generalizable, there
are several limitations with the study as it is presented. The authors
intentionally chose to omit the frequency at which participant statements
corresponded to their codebook. They also elected to omit their quantitative
data, citing that the survey sample (50 participants) was too small to analyze
for statistical significance. This results in the entirety of the authors’
discussion being supported only by hand-selected excerpts from individual
participants’ statements, which often substantiate their original ideas and
hypotheses. The selected excerpts also have no identifying details to
distinguish if each excerpt came from a single participant or a single play
session. As readers cannot compare these excerpts to any other data, it is
impossible to evaluate whether the selected excerpts are effective
representations of the game experience.
Furthermore,
readers will be unable to recreate this study in a significantly comparable
way. The authors do not provide specific information in this article or a link
therein about their escape room design or librarian training, factors which
would drastically alter the outcomes if implemented differently. Additionally,
the authors’ omission of their quantitative survey design and subsequent data
forgoes the opportunity to reuse the survey questions as a means of comparison.
While
this work participates in a continually relevant library trend, its methodology
may be insufficient to support replication or broader application. The authors
posit several ideas that are generally sustained by both their findings and the
wider body of literature on gamification, but the lack of quantitative data,
qualitative coding data, survey questions, and instructional materials for the
game prove to be an obstacle for researchers looking to extend the research as
suggested by the authors. However, librarians may still take inspiration from
the structure of the research project as well as the authors’ success at
recruiting participants and deploying the game at multiple locations, as it
shows great potential for possible research and instruction collaborations
between universities and local libraries.
Cho,
Y., Coward, C., Lackner, J., Windleharth, T. W.,
& Lee, J. H. (2023). The use of an escape room as an immersive learning
environment for building resilience to misinformation. Journal of
Librarianship and Information Science, 57(2), 524-538. https://doi.org/10.1177/09610006231208027
CRiSTAL checklist for appraising a
user study. (n.d.). In nettingtheevidence.pbwiki.com.
http://nettingtheevidence.pbwiki.com/f/use.doc
Glynn, L. (2006). A critical appraisal tool for library and information
research. Library Hi Tech, 24(3), 387–399. https://doi.org/10.1108/07378830610692154
Malone,
T. W. (1981). What makes things fun to learn? A study of intrinsically
motivating computer games. Pipeline, 6(2), 50.
Roozenbeek, J.,
& van der Linden, S. (2019). Fake news game confers psychological
resistance against online misinformation. Humanities & Social Sciences
Communications, 5(1), 65. https://doi.org/10.1057/s41599-019-0279-9
Zainuddin,
Z., Chu, S. K. W., Shujahat, M., & Perera, C. J.
(2020). The impact of gamification on learning and instruction: A systematic
review of empirical evidence. Educational Research Review, 30, Article
100326. https://doi.org/10.1016/j.edurev.2020.100326