Skip to main content
OpenTrials
Completed

NCT Number: NCT07758296

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

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.

Completed

Looking for future studies?

Notify Me

Key information

About this study

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.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

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

Exclusion criteria

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

Treatment and study plan

Gamified misinformation refutation quiz

Behavioral

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)

Behavioral

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

Primary outcomes

  1. 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)

    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.

  2. Mean Knowledge Accuracy Score - One Month

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

    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.

Secondary outcomes

  1. Mean Vaccination Intention Score

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

    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]

  2. Mean COVID-19 Vaccine Confidence

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

    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]

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

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

    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.

Sponsors and collaborators

Lead sponsor

University of South Carolina

Other

Collaborators

  • Digital Public Square
  • Public Health Agency of Canada (PHAC)

Registry information

Official study title

Leveraging Digital Tools to Increase COVID-19 Vaccine Adoption

Important dates

Study start
2022
Primary completion
2023
Study completion
2023
First posted
Aug 11, 2026
Registry last updated
Aug 11, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

Published trials that share one or more normalized conditions with this study.