Misinformation and Disinformation in Online Games
© Copyright 2018 Natascha A. Karlova i Misinformation and Disinformation in Online Games: An Exploratory Investigation of Possible Cues Natascha A. Karlova A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2018 Reading Committee: Karen Fisher, Chair Michael Eisenberg Jin Ha Lee Program Authorized to Offer Degree: Information Science ii University of Washington Abstract Misinformation and Disinformation in Online Games: An Exploratory Investigation of Possible Cues Natascha A. Karlova Chair of the Supervisory Committee: Professor Karen Fisher The Information School From election meddling to #fakenews to that “truther” meme shared by your Uncle Vernon on Facebook, we’re inundated with misinformation and disinformation daily, but may struggle to perceive cues to misinformation and disinformation, especially in online environments. Online games, like other online environments, are rife with rumors and speculation. Online games, however, provide a bounded space, separate from the noise of reality, within which places, tools, and individuals’ constructions of meanings may influence the perception of possible cues to misinformation (mistaken information) and to disinformation (deceptive information) with limited risk in the event of failure to perceive iii such cues. Unique relative to other online environments, online gamers rely upon their teammates to aid in the perception and judgement of possible cues. This dissertation work leveraged Interpersonal Deception Theory, Information Grounds, Activity Theory, and Symbolic Interactionism to investigate how places, tools, and individuals’ constructions of meanings might influence their perceptions of possible cues to misinformation and disinformation in an online game, Star Wars: The Old Republic (SWTOR). Methods included 40 weeks of exploratory fieldwork, 70 weeks of participant observation, 180 minutes of naturalistic observation, collection of 72 online artifacts, and 30-90 minute semi-structured interviews with seven players.
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