Trial reportScientific reports2025
Psychological inoculation improves resilience to and reduces willingness to share vaccine misinformation.
Trial report in Scientific reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
4 citing papers in PubMed.
- Effectiveness of an online vaccine misinformation game for Arabic-speaking Australians: a randomized controlled trial.Frontiers in public health · 2026Trial
- Science and Videogames: From Scientific Dissemination to Knowledge Production.American journal of human biology : the official journal of the Human Biology Council · 2026Article
- Video inoculation against election misinformation across 12 EU nations.Communications psychology · 2026Article
- Trust in science, knowledge and risk perception as predictors of COVID-19 vaccination: application of an extended Theory of Planned Behavior model in Hungary.BMC public health · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors.
Funding
Abstract
Vaccine misinformation endangers public health by contributing to reduced vaccine uptake. We developed a short online game to reduce people's susceptibility to vaccine misinformation. Building on inoculation theory, the Bad Vaxx game exposes people to weakened doses of manipulation techniques commonly used in vaccine misinformation and to strategies to identify these techniques. Across three preregistered randomized controlled trials (N = 2,326), we find that the game significantly improves participants' ability to discern vaccine misinformation from non-misinformation, their confidence in their ability to do so, and the quality of their sharing decisions. Further, taking the perspective of a character fighting as opposed to spreading misinformation is more effective on some outcome measures. In line with the learning goals of the intervention, we show that participants improve their ability to correctly identify the use of specific misinformation techniques. This insight is important because teaching manipulation technique recognition is not only effective to help evaluate information about vaccines, but also more viable than trying to debunk myriads of constantly-evolving myths. Our findings suggest that a short, low-cost, gamified intervention can increase resilience to vaccine misinformation.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.