Official Title
Leveraging Digital Tools to Increase COVID-19 Vaccine Adoption
Brief Summary

COVID-19 vaccine misinformation contributed to vaccine hesitancy and preventable illness.This study tested whether a brief online game helps Canadian adults identify COVID-19vaccine misinformation, and whether effects last one month. In the game, participantsjudged whether statements about COVID-19 vaccines were true or false and immediatelyreceived the correct answer with a brief evidence-based explanation, delivered in agame-like format with points, ranks, and feedback. Adults from a national non-probabilityonline panel (n = 4,071) were randomized to the game, to the identical corrective contentpresented as a static blog post, or to a no-activity control. The game and blog groupswere assessed immediately after the activity; all three groups were reassessedapproximately one month later. The hypothesis was that gamified corrective informationwould produce more accurate knowledge than the same information presented as a staticblog post and, at one month, than no activity. The primary outcome was accuracy inidentifying true and false claims; vaccination intention, vaccine confidence, andself-reported vaccination were secondary outcomes. This is the fourth study in a researchprogram whose first three trials are registered in a companion record.

Detailed Description

This randomized controlled trial was the fourth study in a research program evaluating
digital educational interventions to counter COVID-19 misinformation. The first three
studies were conducted under a separate exempt determination from the University of South
Carolina Institutional Review Board (Pro00099400) before participant enrollment and are
registered in a companion record. This trial received a separate exempt determination
(Pro00122534). This record retrospectively registers the completed trial.

The trial used the same intervention platform as the earlier studies: a true/false quiz
covering a larger set of circulating COVID-19 vaccine misinformation items, with each
response followed immediately by item-level refutational feedback (the correct answer
plus a brief evidence-based explanation) embedded in a gamified interface with points,
ranks, and affective feedback. A six-item subset was administered in the study surveys to
measure knowledge accuracy.

Participants (N = 4,071) were recruited from a national non-probability online panel in
Canada (Prodege, fielded by Nanos Research) and randomized to three arms: Game (n =
1,168), Text - the identical refutational content texts as a static blog post (n =
1,288), or no-activity Control (n = 1,615). The questionnaire was administered in English
and French nationwide, including Quebec. All arms completed a Wave 1 baseline (fielded
December 8-30, 2022); Game and Text then received their assigned activity and an
immediate posttest; the Control arm received no activity and, by design, no immediate
assessment. All three arms were reassessed at Wave 2, approximately one month later
(January 23-February 13, 2023); 2,079 of 4,071 (51.1%) were retained.

Two contrasts were confirmatory: Game versus Text (incremental effect of gamified
delivery; evaluated immediately and at one month) and Game versus Control (total
intervention effect; one-month horizon, as the Control arm had no immediate assessment).
Text versus Control was descriptive. Immediate analyses included all 2,456 participants
randomized to the Game and Text arms. No post-randomization data-quality exclusions were
applied. One-month analyses included all 2,079 participants who completed Wave 2;
nonparticipation at Wave 2 was treated as loss to follow-up rather than an analytic
exclusion.

Completed
COVID-19
Vaccination Hesitancy
Health Misinformation
Communication

Behavioral: Gamified misinformation refutation quiz

Single-session online game in which participants judged a larger set of true/false
statements about COVID-19 vaccines. Immediately after each response, participants
received the correct answer and a brief evidence-based refutation within a gamified
interface featuring points, ranks, and affective feedback. The game was administered in
English or French. Six selected items from the game content were used in the survey-based
knowledge outcome measure.

Behavioral: Refutational text blog post (active control)

Identical refutational content delivered as a static blog post with no game elements.
Administered in English or French.

Eligibility Criteria

Inclusion Criteria:

- Canadian residents aged 18 or older

- Internet access

- Able to complete the questionnaire in English or French (fielded nationwide,
including Quebec)

Exclusion Criteria:

- Employment in market research, advertising, media, or by a political party

Eligibility Gender
All
Eligibility Age
Minimum: 18 Years ~ Maximum: N/A
Countries
United States
Locations

Online
Columbia, South Carolina, United States

Not Provided

University of South Carolina
NCT Number
Keywords
Misinformation
refutation
gamification
serious games
health education
Vaccine Hesitancy
infodemic
belief change
debunking
online intervention
MeSH Terms
COVID-19
Vaccination Hesitancy
Communication
Health Education