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COVID-19NCT07758296

An Online Game to Help Canadian Adults Identify COVID-19 Vaccine Misinformation With One-Month Follow-Up

A study testing Gamified misinformation refutation quiz in people with COVID-19 and Vaccination Hesitancy, run by University of South Carolina at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

COVID-19 vaccine misinformation contributed to vaccine hesitancy and preventable illness. This study tested whether a brief online game helps Canadian adults identify COVID-19 vaccine misinformation, and whether effects last one month. Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
What is being tested?
Gamified misinformation refutation quiz
Could I receive a placebo?
No, everyone receives an active treatment
How many people
4,071 participants
Where
1 siteUnited States
Study dates
8 Dec 2022to 13 Feb 2023
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • Canadian residents aged 18 or older
  • Internet access
  • Able to complete the questionnaire in English or French (fielded nationwide, including Quebec)

Who cannot join

  • Employment in market research, advertising, media, or by a political party

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Online

    Columbia, South Carolina, 29208

Other trials in United States

About this study

Official title: Leveraging Digital Tools to Increase COVID-19 Vaccine Adoption

COVID-19 vaccine misinformation contributed to vaccine hesitancy and preventable illness. This study tested whether a brief online game helps Canadian adults identify COVID-19 vaccine misinformation, and whether effects last one month. In the game, participants judged whether statements about COVID-19 vaccines were true or false and immediately received the correct answer with a brief evidence-based explanation, delivered in a game-like format with points, ranks, and feedback. Adults from a national non-probability online panel (n = 4,071) were randomized to the game, to the identical corrective content presented as a static blog post, or to a no-activity control. The game and blog groups were assessed immediately after the activity; all three groups were reassessed approximately one month later. The hypothesis was that gamified corrective information would produce more accurate knowledge than the same information presented as a static blog post and, at one month, than no activity. The primary outcome was accuracy in identifying true and false claims; vaccination intention, vaccine confidence, and self-reported vaccination were secondary outcomes. This is the fourth study in a research program whose first three trials are registered in a companion record.

Read the detailed description

This randomized controlled trial was the fourth study in a research program evaluating digital educational interventions to counter COVID-19 misinformation. The first three studies were conducted under a separate exempt determination from the University of South Carolina Institutional Review Board (Pro00099400) before participant enrollment and are registered in a companion record. This trial received a separate exempt determination (Pro00122534). This record retrospectively registers the completed trial.

The trial used the same intervention platform as the earlier studies: a true/false quiz covering a larger set of circulating COVID-19 vaccine misinformation items, with each response followed immediately by item-level refutational feedback (the correct answer plus a brief evidence-based explanation) embedded in a gamified interface with points, ranks, and affective feedback. A six-item subset was administered in the study surveys to measure knowledge accuracy.

Participants (N = 4,071) were recruited from a national non-probability online panel in Canada (Prodege, fielded by Nanos Research) and randomized to three arms: Game (n = 1,168), Text - the identical refutational content texts as a static blog post (n = 1,288), or no-activity Control (n = 1,615). The questionnaire was administered in English and French nationwide, including Quebec. All arms completed a Wave 1 baseline (fielded December 8-30, 2022); Game and Text then received their assigned activity and an immediate posttest; the Control arm received no activity and, by design, no immediate assessment. All three arms were reassessed at Wave 2, approximately one month later (January 23-February 13, 2023); 2,079 of 4,071 (51.1%) were retained.

Two contrasts were confirmatory: Game versus Text (incremental effect of gamified delivery; evaluated immediately and at one month) and Game versus Control (total intervention effect; one-month horizon, as the Control arm had no immediate assessment). Text versus Control was descriptive. Immediate analyses included all 2,456 participants randomized to the Game and Text arms. No post-randomization data-quality exclusions were applied. One-month analyses included all 2,079 participants who completed Wave 2; nonparticipation at Wave 2 was treated as loss to follow-up rather than an analytic exclusion.

Being tested
Gamified misinformation refutation quiz, Refutational text blog post (active control)
Keywords
misinformation, refutation, gamification, serious games, health education, vaccine hesitancy, infodemic, belief change, debunking, online intervention
Medical subject headings
COVID-19, Vaccination Hesitancy, Communication, Health Education

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Gamified misinformation refutation quizBehavioural

    Single-session online game in which participants judged a larger set of true/false statements about COVID-19 vaccines. Immediately after each response, participants received the correct answer and a brief evidence-based refutation within a gamified interface featuring points, ranks, and affective feedback. The game was administered in English or French. Six selected items from the game content were used in the survey-based knowledge outcome measure.

  • Refutational text blog post (active control)Behavioural

    Identical refutational content delivered as a static blog post with no game elements. Administered in English or French.

Study groups in NCT07758296
Study groupRoleWhat they receive
GameExperimentalGamified refutation quiz covering COVID-19 vaccine misinformation items, with immediate per-item corrective feedback, followed by immediate post-intervention assessments and one-month follow-up.
Receives: Behavioral: Gamified misinformation refutation quiz
TextActive comparatorIdentical refutational content delivered as a static blog post text, followed by immediate post-intervention assessments and one-month follow-up.
Receives: Behavioral: Refutational text blog post (active control)
ControlNo interventionNo activity. Completed the Wave 1 baseline and the one-month follow-up only; no immediate assessment by design.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Mean Knowledge Accuracy Score - Immediate

    Mean score across 6 true/false COVID-19 vaccine misinformation items, ranging from 0 to 1, with higher scores indicating greater accuracy; "Unsure" responses received 0.5 points.

    Measured: Immediately post-intervention, Day 1 (Game and Text arms only; the Control arm has no immediate assessment by design)

  2. Mean Knowledge Accuracy Score - One Month

    Mean score across 6 true/false COVID-19 vaccine misinformation items, ranging from 0 to 1, with higher scores indicating greater accuracy; "Unsure" responses received 0.5 points.

    Measured: Approximately 1 month post-intervention (Wave 2), all arms.

Secondary outcomes (3)
  1. Mean Vaccination Intention Score

    Single self-report item, scale 1-4, reversed-coded so higher scores indicate greater intention to vaccinate; identical pre-randomization baseline measure at Wave 1.

    "Are you likely, somewhat likely, somewhat unlikely or unlikely to get a COVID-19 vaccine in the next 6 months (either a booster or a first vaccination)?" [Likely / Somewhat likely / Somewhat unlikely / Unlikely]

    Measured: Baseline (Wave 1); immediately post-intervention (Game and Text arms, Wave 1); approximately 1 month later (all arms, Wave 2)

  2. Mean COVID-19 Vaccine Confidence

    Single self-report item, scale 0-10, higher scores indicating greater confidence.

    "On a scale from 0 to 10 where 0 is no confidence at all and 10 is complete confidence, how much confidence do you have in COVID-19 vaccinations?" [0-10]

    Measured: Immediately post-intervention (Game and Text arms, Wave 1); approximately 1 month later (all arms, Wave 2)

  3. Percentage of Participants Reporting Receipt of a COVID-19 Vaccination or Booster in the Past 30 Days

    Percentage of participants who reported receiving a COVID-19 vaccination or booster during the preceding 30 days at Wave 2. "Have you received or not received any of the following in the past 30 days? - A COVID-19 vaccination or booster." [Received / Not received / Prefer not to say]. "Prefer not to say" was treated as missing.

    Measured: Approximately 1 month post-intervention (Wave 2 only), all arms.

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted11 Aug 2026
  2. Study start8 Dec 2022
  3. Primary completion13 Feb 2023
  4. Study completion13 Feb 2023

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Randomised
Intervention model
Parallel groups
Model description
Three-arm parallel randomized trial with baseline, immediate posttest (Game and Blog arms only), and one-month follow-up (all arms).
Masking
None (open label)
Enrolment
4,071 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07758296
Sponsor's protocol ID
Pro00122534
Other IDs
2122-HQ-000238
Status last verified
Jul 2026
First submitted
31 Jul 2026
Last updated
11 Aug 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Yes: Deidentified analysis-ready datasets and a data dictionary underlying published results will be available from the authors on reasonable request. Ethnicity is shared in grouped form and geographic region withheld to limit re-identification risk.

Questions about this trial

What is this clinical trial studying?

A study testing Gamified misinformation refutation quiz in people with COVID-19 and Vaccination Hesitancy, run by University of South Carolina at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 3 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 11 Aug 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Mean Knowledge Accuracy Score - Immediate (time frame: Immediately post-intervention, Day 1 (Game and Text arms only; the Control arm has no immediate assessment by design)). The study lists 2 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 11 Aug 2026.

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