Mitigating bias blind spot via a serious video game

Elena Bessarabova, Cameron W. Piercy, Shawn King, Cindy Vincent, Norah E. Dunbar, Judee K. Burgoon, Claude H. Miller, Matthew Jensen, Aaron Elkins, David W. Wilson, Scott N. Wilson, Yu Hao Lee

Research output: Contribution to journalArticlepeer-review

14 Scopus citations


We employed a serious video game to train participants on bias blind spot (BBS), capturing training effects on BBS mitigation and knowledge at three points in time. Experiment 1 (N = 703) compared the effects of hybrid training (a combination of implicit and explicit training) to implicit training; Experiment 2 (N = 620) tested the effects of just-in-time versus delayed feedback; and Experiment 3 (N = 626) examined the effects of singleplayer versus multiplayer learning environments. We also tested differences in game duration (30 vs. 60 min play) and repetition (single vs. repeated play). Overall, the video game decreased BBS linearly over time and increased BBS knowledge at posttest, but knowledge decayed at 8-week posttest. These and other results are discussed, along with the implications, limitations, and future research directions.

Original languageEnglish (US)
Pages (from-to)452-466
Number of pages15
JournalComputers in Human Behavior
StatePublished - Sep 1 2016


  • Bias blind spot
  • Dynamics
  • Mitigation
  • Serious video games
  • Time

ASJC Scopus subject areas

  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • General Psychology


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