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NewsFlip: real source, two decoys

Built and run by this studio.

Three headlines. One is real, two are decoys. Pick.

Then comes the part that matters. Instead of a bare "correct!", the game shows you the source receipt for the real one, whether that's a document, a record, or a citation.

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The design argument

Media literacy is usually taught as a lecture: here are seven signs of misinformation, please remember them. It doesn't stick. Recognising a fake headline is a skill, and skills come from repetition with feedback.

A daily three-way choice is repetition. The receipt is the feedback.

The decoys are the hard part. An obviously absurd decoy teaches nothing, because the player wins by reflex. A good one has to sound exactly as implausible as the true item, since the actual lesson is that reality is often more absurd than the fabrication. Real headlines about obscure documented laws beat invented ones for strangeness more often than people expect.

Built around the receipt

Every round resolves to a source. That constraint shaped the whole content pipeline: an item can't enter the game unless the proof can be found and linked. No item, however good, ships without its receipt.

It's a slower way to build a content library, and the only one that keeps the game honest. A media-literacy game that asks you to trust it defeats its own purpose.

The daily edition

One edition a day, the same for everyone. That gives the game a shape: you finish, you're done, you come back tomorrow. It also makes your result shareable without spoiling anything for the person you send it to.

What this demonstrates

Editorial pipelines with a verification gate built in, daily-return formats, and game design where the feedback does the teaching.

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