Training Anchoring and Representativeness Bias Mitigation Through a Digital Game
Name:
Leeetal._Anchoring_and_Represe ...
Size:
866.9Kb
Format:
PDF
Description:
Final Accepted Manuscript
Author
Lee, Yu-HaoDunbar, Norah E.
Miller, Claude H.
Lane, Brianna L.
Jensen, Matthew L.
Bessarabova, Elena
Burgoon, Judee K.
Adame, Bradley J.
Valacich, Joseph J.
Adame, Elissa A.
Bostwick, Eryn
Piercy, Cameron W.
Elizondo, Javier
Wilson, Scott N.
Affiliation
Univ Arizona, Commun Family Studies & Human DevUniv Arizona, Eller Coll Management
Issue Date
2016-08-20
Metadata
Show full item recordPublisher
SAGE PUBLICATIONS INCCitation
Lee, Y.-H., Dunbar, N. E., Miller, C. H., Lane, B. L., Jensen, M. L., Bessarabova, E., … Wilson, S. N. (2016). Training Anchoring and Representativeness Bias Mitigation Through a Digital Game. Simulation & Gaming, 47(6), 751–779. https://doi.org/10.1177/1046878116662955Journal
SIMULATION & GAMINGRights
© The Author(s) 2016.Collection Information
This item from the UA Faculty Publications collection is made available by the University of Arizona with support from the University of Arizona Libraries. If you have questions, please contact us at repository@u.library.arizona.edu.Abstract
Objective. Humans systematically make poor decisions because of cognitive biases. Can digital games train people to avoid cognitive biases? The goal of this study is to investigate the affordance of different educational media in training people about cognitive biases and to mitigate cognitive biases within their decision-making processes. Method. A between-subject experiment was conducted to compare a digital game, a traditional slideshow, and a combined condition in mitigating two types of cognitive biases: anchoring bias and representativeness bias. We measured both immediate effects and delayed effects after four weeks. Results. The digital game and slideshow conditions were effective in mitigating cognitive biases immediately after the training, but the effects decayed after four weeks. By providing the basic knowledge through the slideshow, then allowing learners to practice bias-mitigation techniques in the digital game, the combined condition was most effective at mitigating the cognitive biases both immediately and after four weeks.ISSN
1046-8781EISSN
1552-826XVersion
Final accepted manuscriptae974a485f413a2113503eed53cd6c53
10.1177/1046878116662955