Design of a Social Media Simulator as a Serious Game for a Media
Literacy Course in Japan
Marcos Sadao Maekawa
1
, Leandro Navarro Hundzinski
1
, Sena Chandrahera
1
,
Shota Tajima
2
, Shoko Nakai
2
, Yoko Miyazaki
2
and Keiko Okawa
1
1
Keio University Graduate School of Media Design, Yokohama, Japan
2
SmartNews Media Institute, Tokyo, Japan
Keywords: Media Literacy, Serious Games, Fake News, Social Media.
Abstract: This paper introduces the initial phase of the design process of a simulator about information sharing in social
media for educational settings. This online tool mimics real-world social media services and provides a playful
learning experience. Players evaluate online information, make decisions to share or not the information, and
as a result, gain or lose followers. Students can access other players’ statistics and analyze references such as
expert’s opinions to support their decision-making. Through this experience, students are expected to exercise
and reflect on their online social media behavior and become smart consumers and responsible creators of
online information. The preliminary findings reveal a glance of social media sharing behavior among
university students in Japan and clues for measuring the learning effects and the engagement for this sort of
practice. Results from this research are expected to contribute to digital media literacy education and serious
game design domains.
1 INTRODUCTION
Digital media technologies are developing at
unprecedented speed, and the amount of information
available on the internet increases exponentially. At
the same time, it is hard for our skills to process and
evaluate to keep up with this enormous amount of
information that we are exposed to daily. One of the
indicators is the spread of fake news online.
It has been said that the spread of fake news is
related to age. The elderly shared nearly seven times
as many articles from fake news domain than younger
age groups (Guess et al., 2019). On the other hand,
young people’s ability to reason about information on
the internet is low (Wineburg et al., 2016).
We have never had this volume of information in
the reach of our fingertips, with just one touch of our
smartphones. Although the importance of media
literacy education is increasing, social media
behavior knowledge is not reflected enough in related
curriculums. Fact-check checklists have also been
criticized in regards to their usefulness on current
media literacy education settings. (Breakstone et al.,
2018; Mimizuka. 2020)
This paper presents the design process of a serious
game related to social media and fake news. It mimics
a social media service, and users are expected to
evaluate the information on posts and make decisions
about sharing or not a post, and if sharing, choose
between public or smaller groups. The main goal of
this tool is to trigger self-reflection on students
sharing behavior in social media. This game has been
designed as one component of a media literacy course
at a national university in Japan.
This serious game’s design process comprises
concept creation, development, and utilization of
games as engaging, playful and informative tools.
Understanding that the ability to consume online
information shapes one’s digital citizenship, the
purpose of this game is to allow students to reflect on
their behavior when dealing with information online.
This is expected to stimulate students to think of their
decision-making when consuming, creating, and
sharing content on social media. Moreover, it
stimulates students to engage in online participation.
This research aims to measure the outcomes of a
digital media course designed for university students
in Japan and contribute to the literature of media
literacy education in the digital era.
392
Maekawa, M., Hundzinski, L., Chandrahera, S., Tajima, S., Nakai, S., Miyazaki, Y. and Okawa, K.
Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan.
DOI: 10.5220/0010499903920399
In Proceedings of the 13th International Conference on Computer Supported Education (CSEDU 2021) - Volume 1, pages 392-399
ISBN: 978-989-758-502-9
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
2 BACKGROUND
2.1 Media Literacy and Media Literacy
Education
The spread of information and communication
technologies (ICT) made information accessible to
everyone with access to the Internet. This setting
deeply impacted the way we work, learn, socialize,
and made it easier for anyone to create media and
online content. Nowadays, we are all exposed to an
overwhelming amount of information online, making
it difficult to understand messages and distinguish
reliability.
The need to reconsider how we understand and
interact with information and media has been
reinforced by recent global events. Information
literacy and the media shape the way one makes
decisions and behaves toward social-political facts or
events such as a pandemic.
Considering the high connectedness context in the
current global society, media literacy has become a
core competence in educational frameworks around
the globe. Media literacy is “the ability to identify
different types of media and understand the messages
they’re sending” (Common Sense Media, n.d.). It is
directly related to topics such as 21st-century skills
and digital citizenship.
Education frameworks presented worldwide
show characteristics of strengthening the digital
context of media literacy and stimulating students to
creativity and expression. However, Japan still
struggles to incorporate digital media related topics
into the curriculum, despite the increasingly high
internet penetration among elementary (around
85.6%) and junior high school (95.1%) students,
including access from smartphones, tablets, and
personal computers (Cabinet Office, 2018).
As described by Maekawa et al. (2020), ”the goal
of the course developed with this research is to bring
the fundamental messages of media literacy
education in a different approach to media literacy
education practice at Japanese university
classrooms.” The course, as well as the components,
were designed based on the fundamental pillars of
learning competencies (knowledge, skills and
attitude) as described below (Maekawa et al., 2020):
Knowledge: Understand the dangers of
simplifying and labelling information;
Skill: Understand the key points to assess the
reliability of the information;
Attitude: Nurture responsible behaviour as a
digital citizen.
The course comprises three modules:
About Digital Media Literacy;
Information and News Literacy;
Behind the ‘Like it’ button.
Each module was designed to provide a blended-
learning experience with video, online interactive
activities, and group discussions.
The impact of the coronavirus in all levels of
education made 97% of Japanese universities offer all
courses online during the first half of the academic
year (Digital Knowledge, 2020), with many still
remote as of the first half of 2021. Because of that,
the course structure, as well as all its components,
were designed also for online, offline, or hybrid
learning environments.
2.2 Serious Games in the Context of
Fake News
Digital games are a part of daily life in Japan. In 2018,
the number of game players in Japan was estimated
to be 67.6 million (Newzoo, 2018), a number that
represents more than half of the entire country’s
population. The popularity of digital games is often
associated with engaging and meaningful
experiences.
In education, their potential for interactive
learning environments and collaborative learning
experiences have been seen in the shape of serious
games (Anastasiadis et al., 2018). The term serious
games can be defined as “any piece of software that
merges a non-entertaining purpose (serious) with a
video game structure” (Djaouti et al., 2011). Serious
games are also often seen used in conjunction with
other terms such as edutainment, digital game-based
learning, and immersive learning simulator (Alvarez
& Djaouti, 2011).
Schifter (2013) highlights the connection between
serious games and 21st-century classrooms with
games as external motivators, for drills, practices, and
other types of learning. Additionally, the games’
virtual environments can represent a safe
environment in which students can experience and
experiment with their skills and knowledge
(Anastasiadis et al., 2018). As such, games represent
a safe zone to try new approaches and ideas, without
real-world repercussions if they turn out to not be
good. Failure itself can be seen as a step conducive to
learning, which can help to initiate collaboration and
dialogue between peers and provide learners with
new insights (Anderson et al., 2018).
Serious games have been one of the ways utilized
to work with the problems caused by fake news.
Several games have been done utilizing different
Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan
393
approaches to bring awareness to the topic, such as:
“Bad News”, where you play the role of a fake news
producer and learn their techniques (Roozenbeek and
van der Linden, 2019); “Fake News Detective”, in
which you become a fact-checker in a hoax busting
organization (Junior, 2020); and “LAMBOOZLED!”,
a competitive deck-building card game to enhance
news literacy skills (Chang et al., 2020). Each with
their own approach, those games were utilized as
ways to work with misinformation and news literacy.
Another game called “Factitious” utilizes data
collection mechanisms to allow assessment of factors
such as patterns in understanding news literacy and
play experience (Grace and Hone, 2019).
In the next section, we will introduce the game
Brain Company, designed in the Graduate School of
Media Design, Keio University as a master’s project.
2.3 Brain Company
Brain Company (Mengyun, 2019) is a card game that
aims to bring awareness about the dangers of fake
news. It was designed around the concept that sharing
fake news or not sharing reliable news can have real-
life impacts.
Players score points by sharing reliable news and
blocking fake news. If they share fake news or block
trustworthy news sources, they lose points instead.
Each news piece is associated with reference cards,
which aim to give other perspectives on the
information and aid the player in making a decision.
The reference cards are designed to simulate a variety
of sources, from reliable news sources to social
media. It is up for the players to decide which of those
references are to be considered trustworthy and help
them to identify if the news is fake or not. The
objective of associating each news with other sources
is to show the importance of researching and filtering
information before sharing online, as well as
considering the sources where each piece of news or
associated information comes from.
Players have a time limit to make their decisions
on sharing or blocking for 10 different news cards.
The playing part is a single-player, but the idea of
Brain Company is to run multiple single-player
sessions in parallel at once. This way, after the
individual sessions are over, players can compare
their scores and results with each other.
One unique aspect of Brain Company to other
games about fake news is that it exemplifies to
players how social, economic and environmental
problems can be linked to their choices on
contributing or not to misinformation. The impact can
be seen immediately after the play session, giving
players the possibility of establishing a causal
relationship with their decisions on sharing or
blocking pieces of news. Some of those scenarios are
based on real fake news cases and others are fictional.
When comparing their results, players can engage in
conversations on how each of their scenarios might
differ, raising many points for discussion.
The following image (Figure 1) shows an example
of fake news included in the game, as well as the
impact caused in society by the massive sharing or
blocking of this news piece.
Figure 1: Results from sharing or blocking news in Brain
Company.
In the case above, the information stating that the
tuna died because of flash photography in the
aquarium was fake news. So, if players share this
information, the consequence is that a junior high
school student who visited the aquarium and took
photos with flash gets bullied by his classmates (and
in this case, players lose points for sharing fake
news). On the other hand, by blocking the fake news,
players score points and the aquarium is not affected
by misleading information, keeping its popularity as
a visiting spot.
Brain Company's goal was to show those
scenarios to players and allow them to reflect on the
consequence of their actions online. Comparing
before and after they play the game, test participants
shifted their view towards the impact they have when
they share news to be more cautious on the
information they share, as well as on researching
several sources to assess the reliability of news.
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3 DESIGN CONCEPT
The game designed in this research is part of a higher
education course on media literacy. This course
includes time in the lecture for students to learn how
to handle the online information around them through
blended learning activities such as watching videos,
classroom discussions, and the serious game
described in this paper. To better understand the
context, we describe the course core concept and how
it impacts the game design process.
3.1 Media Literacy Course Concept
The core structure of the course (Maekawa et al.,
2020) is also adopted in the game design, as described
below.
Knowledge: Understand the dangers of
simplifying and labelling information.
There is a lot of information that cannot be
classified as completely correct or completely wrong.
In fact, there are grey areas in determining accuracy
in fact-checking. The value of information varies with
context, and even experts may disagree about its
reliability.
Skill: Understand the key points to assess the
reliability of the information
Meta information like author and publish date is
often useful for evaluation. Figure out what can be
used as meta-information and what to pay attention
to. In some cases, it is useful to estimate the intent of
the publisher. Various reasons exist for publishing
fake news, including revenue, propaganda, desire for
approval, and misunderstanding.
Attitude: Nurture responsible behaviour as a
digital citizen
Proactive sharing of valuable information can lead
to a wealth of information space, community
development, and solutions to social problems. On
the other hand, even non-malicious sharing can foster
misunderstanding and discrimination. The term
"information" is not limited to articles in the
commercial media, but also includes UGC, as
represented by social networks as well as corporate
and government announcements and data.
3.2 Game Concept
Based on knowledge, skill, and attitude, the game
aims to engage players through making decisions of
sharing information on social media. The first action
that players make is to evaluate information in a
context that mimics real-world services. The user
interface takes an SNS-like look by displaying card-
type information and a timeline styled layout. The
game also presents real articles and posts, so players
can use them as references to base their decision
making.
The second action players take is to analyse
experts’ opinions as part of how to read and
understand information. In a real-life context, readers
are influenced by opinion leaders and key persons
related to a determined subject. It is also said that
what others in their social circle do can influence
one’s opinion.
3.3 Game Experience
The original card game is a single-player game.
However, it is meant to be played with more players
simultaneously, as the results can be compared
through a ranking system. In the setting of a
workshop, comparing results between players can
create an environment conducive for discussions and
deeper analysis to take place.
As such, the new game experience based on Brain
Company can be seen in two main parts:
The first part is the individual play session, in
which each player reads different news and
references, deciding to share or to block the
information. Each player's decision process is
based on their interpretation of news and sources,
related to their assessment of the reliability of
each piece of information;
The second part is the discussion session, in which
players can compare their results and discuss the
impacts of the news they shared and blocked, as
well as discuss the importance of responsible
behaviour as a digital citizen. In this part, players
can see the overall session results, how players
answered, and what type of scenario their choices
created. The statistics of other players' choices, as
well as the answers of specialists in the topic of
the news are shown, adding extra elements for
discussion.
3.4 Initial Digitization
To approach the digitization of the concept originated
from the card game Brain Company, the first step was
to digitize the original game. Initially, we converted
the original game experience as is, without
adjustments. However, the original version was not
designed with specific course modules in mind.
Consequently, missing features and opportunities for
changing the design were detected.
Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan
395
The goal in this first step was building the same
experience designed in the original game but in a
digital medium. Some advantages from having the
game in a digital version includes having pictures for
each news to mimic a real article, providing a timer,
adding soundtrack, saving session results, and linking
different sessions with several participants in the
same group through a code system.
The following picture (Figure 2) shows how each
news is presented to the players, with
blocking/sharing features, reference cards on the right
side and meta-information.
Figure 2: Initial digitization of Brain Company.
3.5 Refinement based on the Initial
Digitization
Initially, the development platform changed from
Game Maker Studio 2 (utilized on the digitization
step) to a JavaScript implementation. This change
was based on intended features and scalability. The
version created during the digitization step served as
a benchmark for the mechanics from Brain Company.
From this point, we decided to create a new game
from scratch, based on the design aspects of Brain
Company. The main change is on how the objective
of the game is presented to players. In Brain
Company, players aimed to score higher to compete
with other players and perform well.
In this new version, players take influencers' role,
and their final score is based on the number of
followers they can obtain. To increase their number
of followers, they must share reliable news and block
fake news. If they do the opposite, the number of
followers will decrease.
According to results from a preliminary online
survey, this design decision focuses on the sharing
behavior in social media among youth in Japan. We
built an online version of the game as a mock-up. We
listed up 20 posts (including real and fake news) and
asked respondents to make decisions on sharing
(public share, limited share, and not to share) and
indicate the reliability of that post.
Table 1: Results of sharing behavior.
RESULTS Percentage (n=566)
Shared (public) 10.2
Shared (private) 10.0
Did not share 79.8
There were 566 valid responses, and the age range
varies from 15 to 24 years old. The results revealed
that 79.8% of respondents did not share posts (Table
1). When asked about why they shared a post, 55%
declared that it was because the post content was
白い (omoshiroi) that stands for interesting, funny,
entertaining (Figure 3). Regarding criteria to evaluate
the post's credibility rate, 61.48% mentioned the
citation source, followed by 59.72% who mentioned
the author of the post. The number of likes and shares
also influences the decision (26.33% and 20.85%,
respectively). Based on these results, we decided to
add an incentive component to stimulate users to
share more posts.
Figure 3: Reasons and motivation to share posts.
The results of this preliminary survey shaped the
design refinements of this version. The following list
details features added on the design of the new game,
many of them aiming at engaging players by making
the game more realistic or containing interactions that
mimic social media usage:
Existing news: all news shown to players are
examples of real news or fake news. In Brain
Company, some of the information was based on
real cases, but not necessarily the same as the
original source. From now, all news shown is
based on real (or 'real gale's) sources;
Statistics: players can see in real-time the answers
from other players. This can influence how
information is perceived based on the pressure of
other players. In the discussion step, comparing
players' answers and utilizing captured data to
generate relevant statistics on answering patterns
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and information perception can be a resource for
discussion and learning;
Specialists perspective: players can see
specialists' opinions on the credibility of each of
the news they blocked or shared. This can be used
as a material for the discussion session in the
second part of the game, showing different
perspectives on how to assess information
reliability;
Algorithm-based scoring system: the scoring
system for the new game is based on relevance
algorithms utilized in social media services. If a
specific news is shared by the overwhelming
majority of players, then the quantity of followers
the players can get or lose is also higher,
increasing the weight of their decision. This aims
to mimic how trends tend to be highlighted on
content websites, with everyone talking about the
same subject. Many times, when a new trend
happens, many content producers / influencers
also create content on the same topic, as trendy
can mean increased revenue or exposure. Because
of how information tends to be replicated
thousands of times during trends, the impact can
also be greater. After the game session, players
will be able to see how many followers each
player obtained.
Some of the features are still a work-in-progress
in terms of implementation, but already defined as
part of the new design. The changes in design
presented in the next chapter aim to increase the
engagement of the players and make the game more
connected to real-life internet usage.
3.6 Incentive Design and User
Engagement
Figure 4: New game implementation and interface.
The new design aims to be more realistic and add
more layers when assessing the credibility of
information. To achieve a more relatable and
believable setting, a new visual style was developed
to mimic a social media interface. This change also
relates to the change that players now play the role of
an influencer with the objective of having more
followers. The following picture (Figure 4) is an
example of the new user interface added to the game.
The setting of being an influencer in online media
is chosen to create a more relatable setting for players.
Students participating in the game sessions during the
media literacy course are university freshmen and, in
general, close to the reality of social media usage.
Being an influencer also means that they would be
held more accountable towards what they share on
social media.
In this phase of the design, the tool introduces
components that will help understand social media
sharing behavior. The first one allows players to define
the range (public or private) when sharing a post. The
decisions taken at this point will impact the number of
followers they will get or lose. The algorithm used for
the following count (Table 2) allows those who share
posts with no fake information, will get more
followers. On the other hand, if they share fake
information, they lose followers.
Table 2: Algorithm for followers count.
SHARING Not Fake
News post
(x=followers)
Fake News post
(x=followers)
Public x + 3x x
x/2
Private x + 2x x
x/4
N
o sharin
g
N
o chan
g
e
N
o chan
g
e
The second component is related to information
credibility. Players can rate how credible they believe
each news to be and an open space for commenting
on the reasons they decide to share or block the news.
This information is not meant to impact the final score
of the game as much, but to generate data that can
enrich the discussion session after the play sessions.
From the perspective of the player, it aims to evoke
further consideration before making a final decision
during the game. In some cases, information cannot
be defined as totally fake or true. There might be
some truth in a piece of fake news, when looked at
from different perspectives or different contexts. This
creates a dilemma in which people can get confused
when assessing information reliability. Evaluating
how certain a player is in their choice of sharing or
blocking a certain news can generate meaningful data
that can be studied further.
Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan
397
The final prototype in this phase was composed of
10 posts extracted from real social media and
included real news, fake news, advertising (or
promotion), and opinions. Each participant starts with
100 followers. The players are encouraged not only to
increase the number of followers, but also to play it
as close as to an actual situation in social media in
their daily lives.
4 ITERATIONS AND ANALYSIS
Two different iterations were conducted over the
prototype described in 3.7 as of this paper’s
submission date (January 2021). The following
subchapters describe both iterations and present
preliminary conclusions for this phase of the research.
The first iteration was conducted in mid-
November of 2020, in a hybrid lecture environment
with 13 freshmen students (onsite and online). They
had a brief explanation about the serious game and
how it works. The gameplay was set for 30 minutes
and followed by class discussion. After the end of the
activity, they answered an online questionnaire about
their impressions.
The questionnaire was built to understand sharing
behavior in social media, the criteria they use to make
their decision to share or not a post and what was their
impression after using the simulator.
The results revealed that eight among 13 students
mentioned the “verified account” mark was the main
factor in evaluating the posts’ credibility. Besides,
most students (12 among 13) mentioned the account
holder as the primary valuation criteria. On the other
hand, students are likely to mention services and
platforms and data aggregators such as Yahoo!News,
LINE News, SmartNews, Twitter and YouTube when
asked about the original media source.
According to the students’ impressions
comments, it is very likely that the activity can trigger
reflection on users’ online behavior and even made
them change their perception towards evaluation
criteria. “Until now, I used to rely on verified account
marks to evaluate online information, but I felt that
even a verified account could be sharing a piece of
questionable information. I need to be more careful
from now on,” said one of the students. “This activity
made me think and reflect about my criteria to
evaluate information online, and it made me realize
that my evaluation criteria were not clear.”
A second iteration was held in late December
2020 in an online classroom setting with 23 students.
The main finding came from the feedback from
stakeholders. We interviewed the lecturer who
conducted both iterations in his sections and with the
media literacy course coordinator. The lecturer
mentioned that students were engaged in the activity.
Discussions started with the spontaneous comparison
of the number of followers at the end of the game,
indicating that the gamification component of the
experience likely contribute to engage and motivation
for sharing. The coordinator said there is a great
potential in this serious game since the ultimate goal
is not about winning or losing; there is no right or
wrong. The final result reflects the real situation and
may help students to understand their online
behavior.
Both made suggestions of features such as the
visualization of the game progress. They also
emphasized that the initial briefing should not be too
long or too detailed because it may influence
students’ mindset in a competitive direction.
5 FUTURE WORKS
The first run of the game in the actual course setting
is scheduled to start in Japan's new academic year,
starting in April 2021. The team will then refine its
design to match the media literacy course's academic
needs according to the feedback and findings from
iterations.
One of the main improvements is related to the
lecturer's feedback, such as an interface to share real-
time progress of all students and final results and the
customization of real content. These factors may
define and give more flexibility to the way lecturers
conduct the activity and the discussion afterward.
After the first course run, we expect to explore the
data collected and feedback to make a more in-depth
analysis of the first version of this serious game and
evaluate the impacts of this approach in a real
educational setting.
ACKNOWLEDGEMENT
This paper and the research behind it would not have
been possible without the exceptional support of
Professor Tomohiro Inagaki and Associate Professor
Atsushi Hikita from Hiroshima University,
Smartnews Research Institute and all other
institutions involved.
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