Fake News Video Games

'Bad News' Hopes to Stop Misinformation By Teaching People How It Works

Bad News is a new browser-based game that hopes to help people become less susceptible to misinformation. The game was developed by Drog, a team of European journalists, media experts, academics and researchers from Cambridge. The game tasks players with spreading disinformation by impersonating important figures and creating fake accounts based on real organizations. The goal is to ultimately gain a significant online presence by building a "credible" news site.

Bad News hopes to better inform players of fake news and enforces resistance to it. The game will hopefully teach the public how certain news outlets function by having players walk in their shoes. Bad News also plays a role in helping players understand the implications of misinformation by offering a simulation within the game. The spread of misinformation has caused lasting impacts on the world and Bad News hopes to better inform players to prevent any further issues.

Image Credit: Bad News

Media Literacy Education
Bad News game aims to help people become less susceptible to misinformation by teaching them how fake news works.
Simulation Gaming
The development of Bad News provides an opportunity to create more simulation games that educate and raise awareness on different societal issues.
Online Disinformation
The game Bad News highlights the need for strategies and technologies to combat the spread of fake news online.

Who This Affects Most

Journalism and Media
The Bad News game presents an opportunity for media organizations to develop educational tools and games that promote media literacy and critical thinking.
Edtech
The development of educational games like Bad News opens up opportunities for EdTech companies to create similar platforms to provide media literacy education.
Cybersecurity
The online disinformation landscape as depicted in the Bad News game indicates the importance of cybersecurity solutions that can identify and counter fake news activities.
SCORE
3.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Alpha
  • Gen Z (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 41%
Activity 64%
Freshness 8%