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Effective Mitigation of Anchoring Bias, Projection Bias, and Representativeness Bias from Serious Game-based Training

机译:从严重的基于游戏的培训中有效缓解锚定偏差,投影偏差和代表性偏差

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Although human use of heuristics can result in ‘fast and frugal’ decision-making, those prepotent tendencies can also impair our ability to make optimal choices. Previous work had suggested such cognitive biases are resistant to mitigation training. Serious games offer a method to incorporate desirable elements into a training experience, and allow the use of mechanisms that enhance learning and retention. We developed a game to train recognition and mitigation of three forms of cognitive bias: anchoring, a tendency to be inordinately influenced by one piece of information; projection, an implicit assumption that others think or know what you do; and representativeness, judging the likelihood of a hypothesis by how much the available data resembles it. Participants were randomly assigned to play the training game once, twice spaced by 10 to 12 days, or a control condition that used a training video. External questionnaire-based assessments were given immediately post-training and 12 weeks later. Superior training was seen from the game. An independent group using our training game with their own novel bias assessment instruments (to which the researchers and game-developers had no access or content information) validated the key finding. These results demonstrate the viability and high value of using serious computer games to train mitigation of cognitive biases.
机译:尽管人类使用试探法可能会导致“快速且节俭”的决策制定,但那些有优势的趋势也会削弱我们做出最佳选择的能力。先前的工作表明这种认知偏见对缓解训练有抵抗力。严肃的游戏提供了一种将期望的元素结合到训练体验中的方法,并允许使用增强学习和保持力的机制。我们开发了一款游戏,用于训练识别和缓解三种形式的认知偏差:锚定,一种信息会过度影响的趋势;预测,即他人认为或知道您在做什么的隐含假设;和代表性,通过可用数据与假设的相似程度来判断假设的可能性。参与者被随机分配一次参加训练游戏,两次间隔10到12天,或使用训练视频的控制条件。培训后和12周后立即进行基于外部问卷的评估。从游戏中可以看到高级训练。一个独立的小组将我们的训练游戏与他们自己的新颖偏差评估工具(研究人员和游戏开发人员无法获得访问或内容信息)一起使用,从而验证了关键发现。这些结果证明了使用严肃的计算机游戏训练缓解认知偏差的可行性和高价值。

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