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    Training Anchoring and Representativeness Bias Mitigation Through a Digital Game

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    Name:
    Leeetal._Anchoring_and_Represe ...
    Size:
    866.9Kb
    Format:
    PDF
    Description:
    Final Accepted Manuscript
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    Author
    Lee, Yu-Hao
    Dunbar, 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.
    Show allShow less
    Affiliation
    Univ Arizona, Commun Family Studies & Human Dev
    Univ Arizona, Eller Coll Management
    Issue Date
    2016-08-20
    Keywords
    anchoring
    cognitive bias
    digital game
    heuristics
    representativeness
    
    Metadata
    Show full item record
    Publisher
    SAGE PUBLICATIONS INC
    Citation
    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/10.1177/1046878116662955
    Journal
    SIMULATION & GAMING
    Rights
    © 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
    1046-8781
    EISSN
    1552-826X
    DOI
    10.1177/1046878116662955
    Version
    Final accepted manuscript
    ae974a485f413a2113503eed53cd6c53
    10.1177/1046878116662955
    Scopus Count
    Collections
    UA Faculty Publications

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