TY - JOUR
T1 - The cranky uncle game—combining humor and gamification to build student resilience against climate misinformation
AU - Cook, John
AU - Ecker, Ullrich K.H.
AU - Trecek-King, Melanie
AU - Schade, Gunnar
AU - Jeffers-Tracy, Karen
AU - Fessmann, Jasper
AU - Kim, Sojung Claire
AU - Kinkead, David
AU - Orr, Margaret
AU - Vraga, Emily
AU - Roberts, Kurt
AU - McDowell, Jay
PY - 2023
Y1 - 2023
N2 - Misinformation about climate change is a consequential societal issue, causing polarization and reduced support for climate action. However, the seriousness of the problem does not preclude non-serious solutions. There are numerous potential benefits to humor as a strategy to counter misinformation, such as attracting attention and engaging disengaged audiences. This paper describes a humorous serious game—“Cranky Uncle”—developed in the U.S. to inoculate players against climate misinformation. The game combines psychological research into active inoculation, critical-thinking work on misleading rhetorical techniques, communication research into cartoon debunking, and gamification. The game’s cartoon humor and the creative potential of active inoculation lends it to classroom applications; educators have thus used classroom activities to complement the game in order to improve students’ climate literacy and critical-thinking abilities. We present several qualitative U.S.-based case studies, in formal English-speaking tertiary classrooms and informal public education settings, to illustrate the utility of a humorous, game-based approach to building resilience against climate misinformation. The approaches adopted in our case studies are offered as a model for other educators looking to use interactive games to teach critical thinking.
AB - Misinformation about climate change is a consequential societal issue, causing polarization and reduced support for climate action. However, the seriousness of the problem does not preclude non-serious solutions. There are numerous potential benefits to humor as a strategy to counter misinformation, such as attracting attention and engaging disengaged audiences. This paper describes a humorous serious game—“Cranky Uncle”—developed in the U.S. to inoculate players against climate misinformation. The game combines psychological research into active inoculation, critical-thinking work on misleading rhetorical techniques, communication research into cartoon debunking, and gamification. The game’s cartoon humor and the creative potential of active inoculation lends it to classroom applications; educators have thus used classroom activities to complement the game in order to improve students’ climate literacy and critical-thinking abilities. We present several qualitative U.S.-based case studies, in formal English-speaking tertiary classrooms and informal public education settings, to illustrate the utility of a humorous, game-based approach to building resilience against climate misinformation. The approaches adopted in our case studies are offered as a model for other educators looking to use interactive games to teach critical thinking.
KW - climate change
KW - humor
KW - inoculation
KW - misinformation
KW - serious game
UR - http://www.scopus.com/inward/record.url?scp=85131931203&partnerID=8YFLogxK
U2 - 10.1080/13504622.2022.2085671
DO - 10.1080/13504622.2022.2085671
M3 - Article
AN - SCOPUS:85131931203
SN - 1350-4622
VL - 29
SP - 607
EP - 623
JO - Environmental Education Research
JF - Environmental Education Research
IS - 4
ER -