Sefism is free for learners. We are here to help you grow, one step at a time.Join for free
Sefism.
Games & XR

Urdu Misinformation Inoculation Game for WhatsApp Forwards

Build a short browser game in Urdu where players run a fake forwarding account in a simulated chat app and learn the techniques behind misleading forwards: fake official notices, edited screenshots, out-of-context videos, miracle cures and impersonation. It follows the inoculation approach from published research and is tested with a controlled study, because a replication in India found the original game did not help people tell true from false headlines. The aim is a game that actually works for local audiences.

Difficulty

Intermediate

A small team, or one strong student willing to learn something new.
Effort

1 semester · 2 to 3 students

Deliverables

7 to ship

4 optional extras

Suggested stack

TypeScriptPhaser 3 or ReactInk or Yarn Spinner for dialogueViteSupabase or a small Node.js APIPlausible or self-hosted analytics
A suggestion, not a requirement. Swap anything for what you already know.

What you should ship

  • A branching narrative of 15 to 20 minutes covering at least five manipulation techniques common in local forwards
  • A simulated chat interface in Urdu with forwarded messages, voice note placeholders, images and group reactions
  • A followers and credibility system that rewards the player for using each technique, then reveals its harm
  • A lightweight build that loads quickly on low-end Android phones and slow connections
  • A built-in, consent-based pre and post test of rating real and fake example messages
  • A controlled study with at least 150 participants comparing the game with a control activity
  • An honest report of effects, including no effect or negative findings

If you have time left

  • Roman Urdu and English versions
  • A classroom mode with a teacher guide and discussion questions
  • A delayed follow-up test after two weeks
  • Sindhi or Pashto translations

The problem: forwards that travel faster than corrections

In Pakistan, as across South Asia, WhatsApp groups are where many people get news. Family groups, school parent groups and neighbourhood groups pass on fake government notices about holidays or cash schemes, edited screenshots of news channels, old flood videos presented as today's, miracle cures during disease outbreaks and messages impersonating officials. Fact-checkers publish corrections, but corrections reach fewer people, arrive later and are often not believed.

Teaching people to spot one fake message at a time does not scale. Teaching them the techniques behind fakes, before they meet them, might.

What already exists and the gap

  • Bad News, a browser game from the University of Cambridge and DROG, puts players in the role of a fake news producer learning techniques such as impersonation, emotional language and conspiracy theories.
  • Harmony Square and later games apply the same approach to political misinformation.
  • Fact-checking services in Pakistan and the region publish corrections of specific claims.

The gap is local relevance and evidence. Existing games are set on Twitter-style platforms and use Western examples. A later study re-examining Bad News with Indian participants found no evidence that it improved discrimination between true and fake Indian headlines. A game built around closed messaging groups, local formats such as fake notices and voice notes, and Urdu, and tested properly, fills a real gap.

Inspiration

Fake news game confers psychological resistance against online misinformation (Roozenbeek and van der Linden, Palgrave Communications, 2019) evaluated Bad News with around 15,000 participants and found that playing reduced the perceived reliability of fake posts, using an inoculation approach: exposing people to weakened forms of manipulation techniques to build resistance. The later Indian replication shows that cultural fit matters, which is exactly what this project tests.

What you build

  • Players take over a forwarding account in a simulated chat app and try to grow their followers and credibility. Each chapter teaches one technique: a fake official notice with a stolen logo, an edited screenshot, an old video with a new caption, a miracle cure with fake doctor quotes, and impersonating a trusted person.
  • The game shows the technique's effect on followers, then reveals the harm it causes to a character in the story, such as a family that loses money to a fake cash scheme.
  • At the end, players see a summary of the techniques with short, memorable names in Urdu.
  • With consent, players rate a set of real and fake example messages before and after playing.

The technically interesting part

  • Writing branching content that teaches. Use a narrative scripting tool such as Ink so writers can edit the story without code. Each branch must show the technique clearly without spreading real harmful claims.
  • Safe example messages. Build test items from real patterns without reproducing real false claims that could spread from the game. Have items reviewed by a fact-checker or media studies teacher.
  • Running a proper study. Randomly assign participants to the game or a control activity of similar length, measure discrimination between true and fake messages (not just scepticism of everything) and pre-register your analysis plan.
  • Performance on low-end phones. Keep the bundle small and test on cheap Android phones with slow connections.

How to evaluate it

  • Main outcome: change in the ability to tell real from fake messages, compared with the control group, with confidence intervals.
  • Side effect check: did players simply start distrusting real messages too? Report that separately.
  • Engagement: completion rate and time played.
  • Qualitative feedback: short interviews with a few players about which techniques they remembered.

Suggested plan

  • Weeks 1 to 3: play Bad News and Harmony Square; read the inoculation papers and the Indian replication; collect patterns of local forwards with a media studies teacher.
  • Weeks 4 to 8: story design in Ink, chat interface and game systems.
  • Weeks 9 to 10: test items, study design and ethics approval.
  • Weeks 11 to 13: pilot, fixes and the main study.
  • Weeks 14 to 15: analysis, report and demo.

Path to a product

Schools, universities, NGOs working on media literacy and public health campaigns need tools that work for local audiences, and funders increasingly ask for evidence. The game could be offered free with paid customisation for campaigns, such as a version for health misinformation during outbreaks. It is a strong portfolio piece for game, product and research roles.

Scope warning

Never use or reproduce real defamatory or dangerous false claims; fictionalise. Keep it to one language and five techniques before adding more. Report your results honestly, including no effect; a well-run null result is still a strong project.

Learn what you need on Sefism

Get help with this idea

The hard parts are content that teaches without spreading harm and a study that gives a clear answer. Tauseef can help you plan the study, scope the story and present the results, whatever they turn out to be. If you are new here, create a free account first.

Ideas and guidance, not finished projects

These are project ideas and scoping guidance, published free for students to use as a starting point. I do not build, write, or sell final-year projects, and I do not complete coursework for anyone. Take an idea, make it yours, and build it.

Not sure this one fits you?

I help students pick an idea that matches their skills and their deadline, then scope it down until it is finishable. Guidance only, never done for you.

Discuss this idea
Work with me

Stuck on something specific?

Writing only gets you so far. If you want an answer to your situation rather than the general case, book a session and we will work through it together. Sessions are free for approved Sefism members, and a few slots open each week.