Training Anchoring and Representativeness Bias Mitigation Through a Digital Game

Yu Hao Lee, Norah E. Dunbar, Claude H. Miller, Brianna L. Lane, Matthew L. Jensen, Elena Bessarabova, Judee K. Burgoon, Bradley Adame, Joseph J. Valacich, Elissa Adame, Eryn Bostwick, Cameron W. Piercy, Javier Elizondo, Scott N. Wilson

    Research output: Contribution to journalArticle

    3 Citations (Scopus)

    Abstract

    Objective. 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.

    Original languageEnglish (US)
    Pages (from-to)751-779
    Number of pages29
    JournalSimulation and Gaming
    Volume47
    Issue number6
    DOIs
    StatePublished - Dec 1 2016

    Fingerprint

    Decision making
    Experiments
    Mitigation
    Cognitive bias
    Anchoring

    Keywords

    • anchoring
    • cognitive bias
    • digital game
    • heuristics
    • representativeness

    ASJC Scopus subject areas

    • Business, Management and Accounting (miscellaneous)
    • Computer Science Applications

    Cite this

    Lee, 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 and Gaming, 47(6), 751-779. https://doi.org/10.1177/1046878116662955

    Training Anchoring and Representativeness Bias Mitigation Through a Digital Game. / Lee, Yu Hao; Dunbar, Norah E.; Miller, Claude H.; Lane, Brianna L.; Jensen, Matthew L.; Bessarabova, Elena; Burgoon, Judee K.; Adame, Bradley; Valacich, Joseph J.; Adame, Elissa; Bostwick, Eryn; Piercy, Cameron W.; Elizondo, Javier; Wilson, Scott N.

    In: Simulation and Gaming, Vol. 47, No. 6, 01.12.2016, p. 751-779.

    Research output: Contribution to journalArticle

    Lee, YH, Dunbar, NE, Miller, CH, Lane, BL, Jensen, ML, Bessarabova, E, Burgoon, JK, Adame, B, Valacich, JJ, Adame, E, Bostwick, E, Piercy, CW, Elizondo, J & Wilson, SN 2016, 'Training Anchoring and Representativeness Bias Mitigation Through a Digital Game' Simulation and Gaming, vol. 47, no. 6, pp. 751-779. https://doi.org/10.1177/1046878116662955
    Lee YH, Dunbar NE, Miller CH, Lane BL, Jensen ML, Bessarabova E et al. Training Anchoring and Representativeness Bias Mitigation Through a Digital Game. Simulation and Gaming. 2016 Dec 1;47(6):751-779. https://doi.org/10.1177/1046878116662955
    Lee, Yu Hao ; Dunbar, Norah E. ; Miller, Claude H. ; Lane, Brianna L. ; Jensen, Matthew L. ; Bessarabova, Elena ; Burgoon, Judee K. ; Adame, Bradley ; Valacich, Joseph J. ; Adame, Elissa ; Bostwick, Eryn ; Piercy, Cameron W. ; Elizondo, Javier ; Wilson, Scott N. / Training Anchoring and Representativeness Bias Mitigation Through a Digital Game. In: Simulation and Gaming. 2016 ; Vol. 47, No. 6. pp. 751-779.
    @article{228400dce5b24abd898dc2f837bdccbd,
    title = "Training Anchoring and Representativeness Bias Mitigation Through a Digital Game",
    abstract = "Objective. 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.",
    keywords = "anchoring, cognitive bias, digital game, heuristics, representativeness",
    author = "Lee, {Yu Hao} and Dunbar, {Norah E.} and Miller, {Claude H.} and Lane, {Brianna L.} and Jensen, {Matthew L.} and Elena Bessarabova and Burgoon, {Judee K.} and Bradley Adame and Valacich, {Joseph J.} and Elissa Adame and Eryn Bostwick and Piercy, {Cameron W.} and Javier Elizondo and Wilson, {Scott N.}",
    year = "2016",
    month = "12",
    day = "1",
    doi = "10.1177/1046878116662955",
    language = "English (US)",
    volume = "47",
    pages = "751--779",
    journal = "Simulation and Gaming",
    issn = "1046-8781",
    publisher = "SAGE Publications Inc.",
    number = "6",

    }

    TY - JOUR

    T1 - Training Anchoring and Representativeness Bias Mitigation Through a Digital Game

    AU - Lee, Yu Hao

    AU - Dunbar, Norah E.

    AU - Miller, Claude H.

    AU - Lane, Brianna L.

    AU - Jensen, Matthew L.

    AU - Bessarabova, Elena

    AU - Burgoon, Judee K.

    AU - Adame, Bradley

    AU - Valacich, Joseph J.

    AU - Adame, Elissa

    AU - Bostwick, Eryn

    AU - Piercy, Cameron W.

    AU - Elizondo, Javier

    AU - Wilson, Scott N.

    PY - 2016/12/1

    Y1 - 2016/12/1

    N2 - Objective. 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.

    AB - Objective. 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.

    KW - anchoring

    KW - cognitive bias

    KW - digital game

    KW - heuristics

    KW - representativeness

    UR - http://www.scopus.com/inward/record.url?scp=84994417372&partnerID=8YFLogxK

    UR - http://www.scopus.com/inward/citedby.url?scp=84994417372&partnerID=8YFLogxK

    U2 - 10.1177/1046878116662955

    DO - 10.1177/1046878116662955

    M3 - Article

    VL - 47

    SP - 751

    EP - 779

    JO - Simulation and Gaming

    JF - Simulation and Gaming

    SN - 1046-8781

    IS - 6

    ER -