Category: News

  • One size doesn’t fit all: the importance of localisation in the fight against misinformation

    One size doesn’t fit all: the importance of localisation in the fight against misinformation

    Misinformation is not a uniform challenge that can be addressed in the same manner everywhere. Efforts to combat misinformation, such as games for supporting the public navigate an increasingly complex information environment, should be tailored to people’s contexts and lived experiences.

    What is localisation? 

    Localisation is a critical process for ensuring a product or service is relevant, appealing, and legally compliant across different countries. In the case of games, this typically involves such activities as translation, adapting visuals, and modifying cultural references, among others. Escape rooms are interactive, team-based games in which a group of players work together to solve puzzles and other challenges to achieve a particular goal related to the game’s overall story. In ESC-MISINFO, we are going beyond the typical steps in the localisation of the project’s two escape room games by adapting the game stories as well. 

    The first game, the Euphorigen Investigation, created by the Center for an Informed Public at the University of Washington (CIP/UW), revolves around the story of a brain-boosting supplement and the government’s plans to introduce it into the public water supply. The goal of the game is to determine if Euphorigen is safe or not by navigating misleading headlines, manipulated evidence, social media bots, and deepfake images and videos. 

    Why go to the trouble of changing the story? 

    When designing the game in the US context, CIP/UW focused the story on whether the government could be trusted, a decision they knew would trigger feelings of suspicion among the players that would lead them to doubt evidence suggesting the product might actually be safe. This initial distrust is important for the game’s learning goals. But countries have differing levels of trust in government, and there can be more appropriate and appealing actors to create this sense of suspicion (and in some places it might not be appropriate to cast doubt on government actions, even in a game). 

    For this reason, CIP/UW developed a localisation process that involves a set of structured codesign activities that allow teams in different countries to make significant changes to the overall game story. This results in games that share common game mechanics (e.g. the puzzles) but otherwise appear very different to the player. The new games can appear closely related to the original, or entirely different (e.g. Galaxy Challenge, also a Euphorigen adaptation, involves the story of a K-pop band and whether the management company is mistreating one of the band members). 

    Localisation workshops in the ESC-MISINFO project 

    The ESC-MISINFO project aims to create games that are highly relevant to local contexts in the three partner countries: Belgium (Flanders), Poland, and Slovenia. A first in-person localisation workshop was organised among project partners during the kick-off meeting to share knowledge and insight on the different ways misinformation manifests across different contexts and how the game narrative could be shaped to best appeal to the main target group: youth.

    In a second step, Cultuurconnect, FRSI, and PiNA organised localisation workshops with public libraries each in their respective countries (Belgium, Poland, Slovenia), to further adapt the game’s narrative and elements and make it as relevant as possible for each country.

    In Belgium, Cultuurconnect invited three public libraries to a one-day localisation workshop. All having extensive experience with youth in their libraries, they were able to estimate how they would react to the escape games: what should remain the same in the Belgian context, and what should be adapted? They concluded that the thematic focus of distrust in science is on point and extremely relevant in Belgian society today. As AI is becoming more and more prevalent, the public libraries agreed that the methods of deception in the game should mostly focus on the use of artificial intelligence.

    In Slovenia, the one-day localisation workshop was very successful – the ten librarians warmly welcomed the concept of an escape room kit as a tool for promoting critical thinking and media literacy amongst their users. This motivated them to actively participate in the localisation process, adding Slovenian mountain folklore to the story of Euphorigen, which has been renamed ‘Focusin’ – a herbal remedy that might cause the downfall of one of Slovenia’s top cyclists. The libraries are sure the cycling spin will engage our Slovenian escape room users, as the sport is very popular nationally, providing additional motivation to investigate this potential doping scandal. They are all looking forward to testing the escape room kits, hoping the gamification methodology will draw even more people to their local libraries.

    In Poland, the Information Society Development Foundation (FRSI) organised two online meetings with librarians from the three libraries participating in the project. During these meetings, they discussed the project and its objectives, as well as methods for conducting sessions for young people using escape room games. The libraries explored how to adapt the narrative to better reflect the needs and interests of young audiences in Poland. Together, they identified topics most commonly affected by disinformation encountered by young people. Various narrative ideas emerged, including modifying the theme and characters of the Euphorigen game. Ultimately, the decision was made to maintain a storyline similar to the original game, but with slightly adjusted characters; in the Polish version, the creator of the film the players are searching for is a YouTuber who popularises science. The libraries agreed that the game’s themes – the manipulation of scientific data and the use of artificial intelligence to create false content – are highly relevant and essential subjects for libraries’ educational activities.

  • Webinar series: Episode 1 ‘Before you hit play: How to recognise and respond to fake content online’

    Webinar series: Episode 1 ‘Before you hit play: How to recognise and respond to fake content online’

    How do you recognise fake content on the internet? What is the difference between disinformation and misinformation? Why do people believe fake news – and what can libraries do about it? Join us for the first of four webinars organised as part of the ‘Escape Misinformation in the Library’ (ESC-MISINFO) project.

    When and how?

    The webinar will take place on Friday October 24, from 11.00-12.00 CEST on Zoom. The webinar will take place in English, with the live translated subtitles, when available. Participation is free of charge, but registration is required.

    For whom?

    We invite librarians and all those involved in information and media education, especially those who work with young people and want to expand their activities by introducing gamification and games.

    The webinar will cover the following topics:

    • key concepts and terms related to misinformation and fake news,
    • data on the scale of the phenomenon of false content and its sources,
    • psychological and technological mechanisms that make people believe false information,
    • deep fakes and tools for recognising them,
    • simple methods for assessing the credibility of content that can be used in working with young people and the local community,
    • actions that libraries can take to support users in critical thinking and conscious use of information.

    The speaker will be Piotr Henzler – trainer, consultant, sociologist with over 15 years of experience in providing educational and advisory support to librarians. Author and implementer of training courses on critical thinking and information verification and evaluation for library teams, non-governmental organisations, academic staff, students and pupils. Author of the publication ‘Click. Check. Understand. How to use information consciously’.

    The webinar is organised by the Information Society Development Foundation (FRSI) and hosted by Agnieszka Koszowska – project coordinator at the FRSI and a member of the ESC-MISINFO project’s team.

    How to register?

    To attend the webinar, please register in advance at: https://forms.office.com/e/B5E0jvViiF

    Registration for events will close at 08:30 CEST on the day of the event.

    The link to the webinar will be sent shortly after the registration, no later than two hours before the event, along with instructions on how to use the Zoom Webinar platform and access live translated subtitles.

    If you do not receive a message with the link:

    • check spam folder, or
    • contact Agnieszka Koszowska (agnieszka.koszowska@frsi.org.pl)
  • Challenging misinformation, one game at a time – in the heart of the local library

    Challenging misinformation, one game at a time – in the heart of the local library

    May 2025 marked the launch of an exciting new Erasmus+ project, ESC-MISINFO (‘Escape misinformation in the library’), aiming to strengthen young Europeans’ critical thinking skills in navigating the digital media landscape, combating mis/disinformation, particularly related to climate change – all using game-based activities and co-creative practices. Lasting from 2025-2027, this project will also contribute to building capacities of public libraries in youth work.

    ESC-MISINFO brings together five partners from four countries: Cultuurconnect (Belgium), Public Libraries 2030 (Belgium), FRSI (Poland), PiNA (Slovenia), and the Center for an Informed Public at the University of Washington (United States). Each partner brings its own area of expertise to the project, from youth engagement, to game-based learning, media literacy, and public library innovation.

    In May, the consortium met in Brussels for the first in-person partner meeting to kick-off the project’s activities and plan ahead for the next two years. These will include escape room pilots, training and capacity building, co-creation and peer exchange, the development of toolkits and resources, as well as ongoing dissemination activities.

    Taking place in Belgium, Slovenia, and Poland, ESC-MISINFO will engage a total of 180 young people in immersive, game-based learning about misinformation and climate change, and train 18 library staff to lead game-based MIL activities.

    To stay up to date with the project news, follow ESC-MISINFO on Facebook or sign up to our newsletter!