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dc.contributor.authorLee, Yu-Hao
dc.contributor.authorDunbar, Norah E.
dc.contributor.authorMiller, Claude H.
dc.contributor.authorLane, Brianna L.
dc.contributor.authorJensen, Matthew L.
dc.contributor.authorBessarabova, Elena
dc.contributor.authorBurgoon, Judee K.
dc.contributor.authorAdame, Bradley J.
dc.contributor.authorValacich, Joseph J.
dc.contributor.authorAdame, Elissa A.
dc.contributor.authorBostwick, Eryn
dc.contributor.authorPiercy, Cameron W.
dc.contributor.authorElizondo, Javier
dc.contributor.authorWilson, Scott N.
dc.date.accessioned2020-03-16T16:46:03Z
dc.date.available2020-03-16T16:46:03Z
dc.date.issued2016-08-20
dc.identifier.citationLee, 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/10.1177/1046878116662955en_US
dc.identifier.issn1046-8781
dc.identifier.doi10.1177/1046878116662955
dc.identifier.urihttp://hdl.handle.net/10150/637724
dc.description.abstractObjective. 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.en_US
dc.language.isoenen_US
dc.publisherSAGE PUBLICATIONS INCen_US
dc.rights© The Author(s) 2016en_US
dc.rights.urihttp://journals.sagepub.com/page/policies/text-and-data-mining-licenseen_US
dc.subjectanchoringen_US
dc.subjectcognitive biasen_US
dc.subjectdigital gameen_US
dc.subjectheuristicsen_US
dc.subjectrepresentativenessen_US
dc.titleTraining Anchoring and Representativeness Bias Mitigation Through a Digital Gameen_US
dc.typeArticleen_US
dc.identifier.eissn1552-826X
dc.contributor.departmentUniv Arizona, Commun Family Studies & Human Deven_US
dc.contributor.departmentUniv Arizona, Eller Coll Managementen_US
dc.identifier.journalSIMULATION & GAMINGen_US
dc.description.collectioninformationThis 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.en_US
dc.eprint.versionFinal accepted manuscripten_US
dc.source.journaltitleSimulation & Gaming
dc.source.volume47
dc.source.issue6
dc.source.beginpage751
dc.source.endpage779
refterms.dateFOA2020-03-16T16:46:03Z


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