Polio eradication action with informed and engaged societies

After nearly 28 years, The Communication Initiative (The CI) Global is entering a new chapter. 

Following a period of transition, the global website has been transferred to the University of the Witwatersrand (Wits) in South Africa, where it will be administered by the Social and Behaviour Change Communication Division. Wits' commitment to social change and justice makes it a trusted steward for The CI's legacy and future. 

On the transfer, co-founder Victoria Martin expressed her pleasure to see this work continue under Wits' leadership, knowing that co-founder Warren Feek (1953–2024) would have felt deep pride in The CI Global's Africa-led direction. 

As Wits, we honour the team and partners who sustained The CI for decades and look forward building from that strong base. This includes co-founders Warren Feek (1953-2024) and Victoria Martin as well as La Iniciativa de Comunicación (CILA), which continues independently at lainiciativadecomunicacion.com with links to The CI Global site. We are also eager to forge new partnerships and entertain new ideas as we consider how best to contribute to social and behaviour change in our rapidly evolving environment.

If you are joining the International Social and Behaviour Change Communication (SBCC) Summit in Panama, please join Wits and CILA on Monday, 22 June, to share your thoughts and suggestion for the relaunch of the Communication Initiative. We will be in Pacifica 5 from 12-1:25 for the Refuel, Reflect, and Renew Lunch Series: The Communication Initiative: celebrating a driving force for Communication for Social Change and the way forward. We will reflect on the legacy of Warren Feek and family in creating the Communication Initiative, consider the contributions of CI over the years and then turn our attention towards the future in this dynamic session. 

If you are unable to join us in Panama, we still want to hear from you. Please contribute your thoughts by following this link: https://redcap.link/CommunicationInitiative2026 or reaching out to ci_surveys@commint.com

You can also follow the QR Code:

 https://redcap.link/CommunicationInitiative2026

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Shadowpox: The Antibody Politic

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"The game is one incarnation of a participatory storyworld with a larger purpose: to expand our civic imagination." - Shadowpox creator Alison Humphrey

Shadowpox: The Antibody Politic is an interactive digital installation - a full-body video game designed for art gallery exhibition - designed to reveal the constructive role that art can play in global political discourse around life-saving vaccines. The game balances qualitative fun with a quantitative statistical model based on real-world statistics for vaccination, health spending, education, and wealth in 193 countries. The effort to bridge science and fiction is the creation of a Cinema and Media Arts PhD student Alison Humphrey (York University) in collaboration with Professor Caitlin Fisher (York University), Professor Steven J. Hoffman (University of Ottawa), and technical director LaLaine Ulit-Destajo.

Communication Strategies

The idea behind this initiative is that art/creative research has the potential to foster a more nuanced, evidence-based discourse around vaccines, at the very least by articulating elusive or emotionally charged issues in ways that other forms of communication often cannot. Using an interactive and entertaining medium, Shadowpox: The Antibody Politic is composed of motion-tracked, real-time animated digital effects, body-mapped projections, epidemiological statistics, and science fiction.

The Joint United Nations Programme on HIV and AIDS (UNAIDS), where Showpox was exhibited (see below), describes the experience as follows: "In a dark room, you see a shadow of yourself on a large screen - white lights create spots that arc across the screen and onto your body. It's the deadly Shadowpox trying to infect you. Watching your shadow-self on the screen, you try to sweep the spots off your body. More spots appear and you realize the virus isn't just attacking you, it's attacking everyone around you. What do you do now?" The video game (and an art installation) imagines a deadly new pathogen made of shadows. The game uses live-animated digital effects to projection map viral "shadowpox" onto the players' bodies. In this interactive scenario, participants choose to "Get the Vaccine" or "Risk the Virus", then watch the results of their decision: how many people in an animated population they infect or protect as a result of their decision. The player's final score transforms into an "Infection Collection" or "Protection Collection" of virtual trading cards, bringing to life the 99 neighbours who can be touched by a single vaccine decision. In this way, the population is transformed from an aggregate statistic with a series of detailed individual stories, which illustrates both the individual- and population-level implications of community immunity. At its core, Shadowpox is about making visible the invisible consequences of our choices.

Humphrey and Ulit-Destajo play-tested the Shadowpox story and digital effects in 2016 at a workshop at the Royal Academy of Dramatic Art in London, and The Art and Science of Immunization symposium at the University of Toronto. Public exhibitions since have included:

  • Public Notice, Robert McLaughlin Gallery, Oshawa, Canada. September 15 2018 - January 13 2019
  • <Immune Nations>, UNAIDS, Geneva, Switzerland. May 23 - June 30 2017 - Immune Nations is described by curator Natalie Loveless (University of Alberta) as addressing the issue of vaccines "from a collaborative, interdisciplinary perspective, attentive to the arts and its many roles for advocacy and political intervention."
  • The Art and Science of Immunization symposium, Public Health Ontario and Jackman Humanities Institute, University of Toronto, Canada. April 13 2017
  • <Immune Nations>, Galleri KiT, Trondheim, Norway. March 13-24 2017

The next incarnation of Humphrey's doctoral research, Shadowpox: A Spark in the Firewall, is a participatory storyworld co-created with young people in Africa, Europe, Asia, and North America in 2019. In this science-fiction scenario, young, healthy volunteers test a breakthrough vaccine at the height of a global pandemic. But their commitment to joining the network of co-immunity is tested, sparking drama from the tensions between feeling and thinking, individual and community, participation and resistance, vigilance and trust.

Development Issues

Immunisation and Vaccines

Key Points

Shadowpox illustrates "community immunity" (also called herd or co-immunity), the level of vaccination at which a disease can no longer find enough unprotected hosts to spread through a population. For polio, this level is 80%-85%; for measles, it is as high as 95%. Community immunity helps to protect people who cannot get vaccinated, including babies and those with compromised immune systems. This population-level protection is achieved not by the actions of a single person, but by the participation of hundreds of thousands. Yet public participation in co-immunity has been undermined in recent years by a polarised social media debate over the validity of the scientific consensus on the safety and effectiveness of vaccines. Since participation is voluntary, and people are vulnerable to fear and misinformation, vaccination is one of the most complex political dilemmas facing public health.

Shadowpox in particular received a positive review in The Lancet, which said, in part: "Central to is <Immune Nations> is a desire to capture the perspectives of people often sidelined by high-level political discussions." (James Smith, "The art of immunisation", The Lancet, vol 389, June 17 2017)

Partners

York University and the Global Strategy Lab. Funded by the Social Sciences and Humanities Research Council (SSHRC) and the Canadian Institutes of Health Research (CIHR). (Additional funds were provided by the Research Council of Norway.)

Sources

uOttawa website, May 17 2017, Global Strategy Lab website, May 23 2017, UNAIDS website, May 23 2017, Shadowpox blog, January 14 2019, Immune Nations on Facebook, 2018 Digital Media and Technology Abstracts [PDF], and "Interactive video game highlights the impact of vaccine decision-making", by Megan Mueller, York University, February 7 2019 - all accessed on February 8 2019. Image credit: UNAIDS