Listen to the article
Cultural Adaptation Key to Fighting Misinformation, Study Finds
In a groundbreaking study published in Nature’s Humanities and Social Sciences Communications, researchers discovered that media literacy games designed to combat misinformation work differently across cultures, challenging the common practice of simply translating Western tools for global use.
The research team tested two distinct “prebunking” games – interventions that teach people to recognize false claims before exposure – in both Indonesia and the United States to determine whether cultural context affects their effectiveness.
“Prebunking shows tremendous promise compared to traditional debunking approaches,” explained one of the researchers involved in the study. “While debunking corrects falsehoods after the fact, prebunking builds cognitive resistance beforehand, similar to how vaccines prepare the immune system for pathogens.”
The study examined two games with fundamentally different approaches. “Gali Fakta,” designed specifically for Indonesian audiences, simulates a WhatsApp-style group chat where players evaluate messages from fictional contacts. Its prosocial, community-oriented design reflects how misinformation typically spreads in Indonesia – through peer networks and messaging apps rather than public social media forums.
In contrast, “Harmony Square,” developed for Western audiences, takes a satirical approach by casting players as “Chief Disinformation Officers” who actively spread misinformation techniques like trolling and fearmongering to learn how to recognize these tactics later.
The researchers surveyed nearly 1,600 participants across both countries, randomly assigning them to play either Gali Fakta, Harmony Square, or Tetris as a control condition. They then measured participants’ ability to distinguish between real and false headlines and their likelihood of sharing misleading content.
Results showed striking cultural differences. In Indonesia, only the culturally-tailored Gali Fakta improved sharing discernment, with participants becoming less likely to share false headlines after playing. Harmony Square had virtually no effect and was rated significantly less engaging by Indonesian participants.
This finding aligns with important cultural contexts – spreading misinformation in Indonesia isn’t just socially discouraged but can carry legal consequences, making a game that asks players to role-play as disinformation agents culturally jarring.
The researchers also found that political ideology functioned differently between countries. In the U.S., conservative participants were consistently less accurate at identifying false headlines, while in Indonesia, political ideology showed no correlation with discernment abilities – reflecting how Indonesian polarization tends to follow ethnic and religious lines rather than clear political divides.
Perhaps most surprisingly, when tested in the United States, both games proved effective. While Harmony Square performed well as expected, the Indonesian-designed Gali Fakta, translated into English, also significantly improved both accuracy and sharing discernment.
“We anticipated Harmony Square’s satirical approach would resonate with Americans, but weren’t sure if Gali Fakta’s WhatsApp design would translate,” noted a researcher. “It turns out the simpler, socially familiar format traveled quite effectively across cultural boundaries.”
The study highlighted engagement as a crucial factor in effectiveness. In Indonesia, higher engagement with Gali Fakta strongly predicted better discernment, while in the U.S., engagement predicted better outcomes for both games.
These findings have significant implications for global efforts to combat misinformation. They suggest that effective digital interventions cannot simply be translated and deployed worldwide without cultural consideration. The research indicates that what travels well across cultures isn’t sophisticated political satire but rather familiar communication formats, simplicity, and prosocial values.
Industry experts note these insights come at a critical time when misinformation threatens democratic processes worldwide. Organizations developing digital literacy tools may need to reconsider their approach to international deployments, potentially prioritizing culturally-specific design over universal solutions.
The researchers acknowledge several limitations, including different headline sets used in each country and measurements taken only immediately after gameplay. Additionally, prebunking games tend to attract individuals already concerned about misinformation, raising questions about reaching less engaged populations.
As social media platforms and governments worldwide seek solutions to the growing misinformation crisis, this research underscores that misinformation is fundamentally a social problem that spreads through relationships and trust networks. The most effective interventions may be those that work within these social dynamics rather than attempting to circumvent them.
Fact Checker
Verify the accuracy of this article using The Disinformation Commission analysis and real-time sources.


12 Comments
Impressive that the researchers tested these prebunking games across cultures. Cross-cultural comparisons will be invaluable for developing effective, scalable solutions to the misinformation challenge.
Agreed, this type of rigorous, comparative research is essential. Excited to see more work exploring how cultural context shapes the efficacy of media literacy tools.
Fascinating study on the importance of cultural adaptation for media literacy tools. Misinformation is a global issue, but approaches need to reflect local contexts and communication norms.
Agree, simply translating Western tools is unlikely to be effective. Tailoring to local cultures and platforms is key.
The finding that the US-designed game was less effective in Indonesia highlights the need for locally-relevant approaches. Curious to learn more about the specific cultural factors that influenced the games’ performance.
Good point. Understanding local communication norms, platforms, and community dynamics will be crucial for creating impactful media literacy interventions around the world.
The findings on the differences between ‘Gali Fakta’ and the US prebunking game are really insightful. Cultural framing and community-oriented design can significantly impact effectiveness.
Exactly, misinformation is a complex challenge that requires nuanced, localized solutions. Looking forward to seeing more cross-cultural research in this area.
Prebunking seems like a promising approach to build resilience against misinformation. Curious to learn more about the specific mechanics and gameplay of these ‘vaccine-like’ interventions.
Yes, the vaccine analogy is an interesting one. I’m intrigued to see how prebunking games can inoculate people against the spread of false claims.
This study underscores the importance of understanding local information ecosystems and communication patterns when designing tools to combat misinformation. One-size-fits-all approaches are unlikely to succeed.
Agreed. Misinformation is a complex, global challenge that requires tailored, contextual solutions. Looking forward to seeing more research in this important area.