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Misinformation and propaganda are not new, but they are prevalent in a more digital world. News swiftly comes across smartpho ne screens, and people consume so much information on social media daily.
Examples include doxing, revenge porn, and editing videos to remove important context or content. [23] Misinformation is information that was originally thought to be true but was later discovered not to be true, and often applies to emerging situations in which there is a lack of verifiable information or changing scientific understanding. [24]
Fake news can reduce the impact of real news by competing with it. For example, a BuzzFeed News analysis found that the top fake news stories about the 2016 U.S. presidential election received more engagement on Facebook than top stories from major media outlets. [13] It also particularly has the potential to undermine trust in serious media ...
More recently, the mainstream media has come under severe economic threat from online startups. In addition, the rapid spread of misinformation and conspiracy theories via social media is slowly creeping into mainstream media. One solution is for more media staff to be assigned a fact-checking role, as for example The Washington Post.
Fake news websites are those which intentionally, but not necessarily solely, publish hoaxes and disinformation for purposes other than news satire.Some of these sites use homograph spoofing attacks, typosquatting and other deceptive strategies similar to those used in phishing attacks to resemble genuine news outlets.
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According to Derakhshan, examples of malinformation can include "revenge porn, where the change of context from private to public is the sign of malicious intent", or providing false information about where and when a photograph was taken in order to mislead the viewer [3] (the picture is real, but the meta-information and its context is changed).
The most common form of misinformation interventions rooted in inoculation theory are pre-bunking and gamified interventions that seek to inform the participant about the various ways that misinformation appears online. Examples of gamified interventions include Bad News, Harmony Square, and Go Viral!, among others. [7]