Misinformation Escape Room

Media and information literacy underpins the vast majority of educational programs aimed at supporting individuals to become critical information consumers and producers. Most models feature some form of linear pathway that goes through the steps of: defining one’s information question, finding a number of information sources through search and other strategies, evaluating the veracity of selected sources, and using the information to solve the individual’s question. With the rise of misinformation and how it flows through social media and other digital platforms, however, this model is being questioned. Perhaps the most powerful critique is lack of attention to the emotional and psychological, or affective dimensions of misinformation, characteristics that make misinformation so potent and pernicious. The misinformation escape room project contributes to a growing number of game-based and experiential approaches to learning about developing resilience to misinformation. The project seeks to move beyond the rational and cognitivist approach to learning about misinformation by situating the problem as being connected to emotion and social interactions. It draws on research on misinformation, mixed reality games, digital youth, and media and information literacy.

The project is principally focused on developing escape rooms and other interactive games for use by libraries, schools, museums, and other educational institutions. Escape rooms are live-action adventure games where teams of players work cooperatively to solve a series of interactive puzzles. The project’s first escape room is The Euphorigen Investigation, available at Loki's loop

This is a project of the Center for an Informed Public, in partnership with the Technology & Social Change Group, GAMER Research Group, and Puzzle Break.

Featured image: "People in an escape room" by Ninja Escape, licensed under CC BY 2.0

People & Organizations

  • Project Team
  • Partners