Guest editor and research-creation trailblazer Natalie Loveless introduces the project, which I had the good fortune to join just before starting my doctorate, thus:
Initiated in 2014, <Immune Nations> brought together scientists, policy experts, academic scholars, and artists to work on an interdisciplinary and collaborative research-creation project tackling complex issues related to the use and distribution of vaccines in the world today.
The project… aimed to address a gap between knowledge about vaccines and how they work, and vaccine reception in the public imaginary, including fears and misinformation.
All the contributions to the <Immune Nations> special issue are worth a read, but I'm going to link here to the two I wrote or co-authored:
The Shadowpox game was created with a simple goal: to help players imagine the effects their seemingly private vaccination choices had on the friends, family, strangers, colleagues and neighbours around them. Actually, that wasn't originally the goal. It was only in the process of developing the game that I realized my design mindset was blind to one of the major reasons vaccines work: herd immunity, a concept that has jumped to the forefront of debates about public health policy responses to Covid-19. The middle section of this 2018 talk (from 4:55 to 12:10) explains how the game's design evolved as my understanding did:
I'm half design geek, half drama nerd, so it was even more exciting when the storyworld expanded into its second, participatory-storytelling phase.
This 2019 video from York University's Office for Research and Innovation sets the game in the context of the wider research-creation project:
"In a world plagued by a deadly new disease composed of viral shadows, young, healthy volunteers across the globe step forward to test a breakthrough vaccine.
"Shadowpox is an immersive science-fiction storyworld that imagines community immunity both as a public health phenomenon, and as a metaphor for any voluntary collective effort."
Science & Fiction (FILM 3841, Digital Culture) takes a mixed-reality approach to experiential education, blending academic study with dramatic composition and digital production.
In addition to more traditional ways of learning about the biology and sociology of immunization, students will create videos in which they play volunteers in the Phase I trial of a vaccine against the shadowpox virus.
Designing a networked sci-fi narrative to build scientific, civic and media literacy, Shadowpox invites participants to grapple with one of the thorniest political dilemmas of public health: voluntary participation in the collective good.
In the spirit of international collaboration that marks the Covid-19 research effort (as well as Shadowpox research-creation in the UK, Canada and South Africa), I'm working with York's Immersive Storytelling Lab on an online complement to the course – one that will invite teachers and learners to explore the concepts and conflicts around vaccination through this co-created work of “citizen science fiction.”
It's hard right now to visualize what our world will look like by the end of the year, but I also can't picture anything I'd rather be doing than collaborating with young people to imagine and build a future of co-immunity.
Wednesday, February 26, 2020 11:30am-12:30pm The Sensorium Research Loft 4th Floor CFA, Room M333 RSVP to sensinfo@yorku.ca
Please join us for our next Winter Lunchtime Seminar Series featuring Cinema and Media Arts PhD Candidate and Sensorium Graduate Research Associate, Alison Humphrey!
Alison Humphreyplays with story across drama, digital media, and education. As a Vanier Scholar in Cinema and Media Arts at York University, her research-creation doctoral dissertation explores how a participatory science fiction storyworld, Shadowpox, can help young people build scientific, civic and media literacy by exploring immunization and vaccine hesitancy through a superhero metaphor.
The project’s first phase, full-body videogame, debuted during the 70th World Health Assembly in Geneva, where The Lancet called it “one of the most powerful and playful ways to illustrate both the individual and population-level implications of community immunity.” The second phase is a networked superhero narrative, The Cytokine Storm, co-created with young artists on three continents.
The third phase adapts this narrative into a Scalar-based online platform for a “courseplay”, a hybrid undergraduate seminar that weaves academic study with dramatic composition and digital production. Science & Fiction: Imagining Immunity in an Immersive Storyworld (which will be offered in York's department of Cinema and Media Arts in the coming academic year) takes a new approach to the concept of experiential education: action refraction, where students use metaphoric world-building and digitally augmented role-play to explore one of the thorniest political dilemmas of public health: voluntary participation in the collective good.