Disinformation is an existential threat to the United States, our democratic way of life, and the critical infrastructure and functions on which it relies. CISA’s Resilience Series (of which Real Fake is its first graphic novel) communicates the dangers and risks associated with dis- and misinformation through fictional stories that are inspired by real-world events.
CISA encourages everyone to use care when consuming information they receive or come across. Practicing media literacy—including verifying sources, seeking alternative viewpoints, and finding trusted sources of information—is the most effective strategy in limiting the effect of disinformation.
The Resilience Series highlights the importance of evaluating information sources to help individuals understand the risks from foreign influence operations on our society and democracy.
CISA defines mis-, dis-, and malinformation (MDM) as “information activities.” This type of content is referred to as either domestic or foreign influence depending on where it originates.
Misinformation is false, but not created or shared with the intention of causing harm.
Disinformation is deliberately created to mislead, harm, or manipulate a person, social group, organization, or country.
Malinformation is based on fact, but used out of context to mislead, harm, or manipulate.
Our project vision is “to have a generation equipped with the skills to be able to detect mis-, dis- and mal- information as a result of contributions to the K-12 curriculum or next generation teaching aides and content to support critical thinking”.
Our project is charitable in nature and will work with two Not-For-Profits (Four-12) and Lit-X (to respectively design and promote the content). We would be delighted to partner with Unity to bring this vision to life.
We plan on educating not only a generation of students through interactive media, but also teachers and ultimately work to get our pedagogy, approach and content included into the curriculum for media literacy and online information security. What sets us apart is our close partnership with CISA (the Cyber Infrastructure Security Agency) part of the Department of Homeland Security (DHS). who have partnered with us to create the content that has informed the project design.
Staring with the United States, through the use of next generation teaching tools like 3D games, we want to engage a new generation that appeals to diverse audiences and caters to both English and Spanish speaking audiences (the game will be released in English & Spanish covering the largest possible school going audience across North America). Past a successful pilot phase we will look to distribute the product through established distribution channels to take it across English speaking global school chains around the world either in partnership with large global publishers or with the school chains themselves.