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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 — and this is the part that matters — the game shows you the source receipt for the real one. Not "correct!", but the document, the record, the 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, because 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. A decoy that is obviously absurd teaches nothing — the player wins by reflex. A decoy has to be the kind of thing that sounds exactly as implausible as the true item, because the actual lesson is that reality is frequently 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 is locatable and linkable. No item, however good, ships without its receipt.

It is a slower way to build a content library and the only one that makes the game honest. A media-literacy game that asks you to trust it is self-defeating.

The daily edition

One edition a day, the same for everyone. It gives the game a shape — you finish, you're done, you come back tomorrow — and it makes the result shareable without spoiling anything for the person you share it with.

What this demonstrates

Editorial pipelines with a verification gate built into them; daily-return formats; and designing a game where the teaching happens in the feedback rather than in an instruction screen.

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