Questionnaire
Section A – Demographic.
Q1: Age: __________
Q2: Gender: Male / Female / Prefer not to say
Q3: Department/Program: Media & Communication / Business Administration / Computer Science /
Education / Other (please specify)
Q4: Semester: (1,2,3,4,5,6,7,8)
Q5: Average time spent on social media per day: Less than 1 hour / 1–2 hours / 3–4 hours / More
than 4 hours
Q6: Platforms you use most often (select all that apply): TikTok / YouTube / Instagram /
Facebook / X (Twitter) / WhatsApp / Other
Rate each statement from 1 = Strongly Disagree to 5 = Strongly Agree
Section B: Affordance.
Q7: Deepfakes are used in emergency preparedness exercises, creating realistic simulations for more
effective training of military and diplomatic teams.
Q8: Deepfake technologies are used to protect witnesses by altering their facial identity and voice,
allowing them to testify anonymously without fear of retaliation.
Q9: Deepfakes serve as interactive political-education tools, enabling students and citizens to virtually
‘interview’ AI-generated avatars of historical experts.
Q10: A deepfake ‘resurrection’ is created for educational/historical exhibits, bringing long-deceased
figures to life for museum visitors with a clear disclosure that it is AI-generated.
Q11: Governments or NGOs conduct deepfake-based awareness campaigns on urgent social issues,
using hyper-realistic scenarios to vividly illustrate potential future outcomes.
Q12: Companies use deepfake ‘virtual brand ambassadors’ for small businesses that cannot afford
celebrity endorsements, levelling the marketing playing field.
Q13: Interactive media experiences feature deepfake hosts or performers who offer audiences highly
personalized entertainment or educational content, enhancing social engagement.
Q14: Therapeutic deepfakes are developed to allow patients to role-play conversations with AI-
generated support avatars or practice exposure therapy in a controlled setting.
Q15: Researchers develop open-source deepfake platforms for legitimate uses (e.g., film production,
voice dubbing) with built-in ethical safeguards, supporting innovation while promoting responsible
development.
Q16: Clear policies on labelling deepfake content are enacted, increasing transparency and user trust,
enabling creative uses of AI-generated media without misleading the public.
Section C: Constraints
Q17: A deepfake video depicts a prominent world leader announcing an unverified military action,
potentially escalating global tensions.
Q18: A deepfake is presented as evidence in court and may influence the outcome of a criminal or civil
case.
Q19: A deepfake campaign ad falsely portrays a candidate as supporting a controversial policy,
influencing voter opinions.
Q20: A deepfake video ‘resurrecting’ a deceased public figure is used for a public event without clear
consent from their surviving relatives.
Q21: A government or media corporation uses AI-generated ‘news anchors’ (deepfakes) to shape public
opinion on certain policies.
Q22: Companies deploy deepfake ‘brand ambassadors’ to personalize marketing, potentially distorting
product claims.
Q23: Risks of Deep fakes a viral deepfake on social media accuses a celebrity or influencer of unethical
behavior, sparking public outrage.
Q24: Deepfake content is deliberately designed to trigger emotional reactions (e.g., fear, anger) to
manipulate public behavior.
Q25: Deep fake technologies are evolving faster than detection methods, fuelling an ongoing ‘arms
race’.
Q26: A lack of regulation allows deep fake creators to freely publish deceptive content without
disclosure.