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A Vaccination Drive for Fighting a Virtual Virus in the Online World of Whyville

Thu, April 21, 2:30 to 4:00pm PDT (2:30 to 4:00pm PDT), Marriott Marquis San Diego Marina, Floor: South Building, Level 1, Pacific Ballroom 19

Abstract

OBJECTIVE. It is critical to engage learners in meaningful learning about disease transmission and prevention to promote health-positive behaviors and actions (Timmis et al., 2019). Less is known how youth would take on and follow through on vaccinations, given that such decisions are usually left to parental caretakers.

FRAMEWORK. Participatory simulations provide learners with a context to model and examine the dynamic interactions of disease vectors (Clark et al., 2009). Virtual epidemics include immersive real-time experiences to drive science inquiry (Fields et al., 2017; Neulight et al., 2007).

CONTEXT. We designed and launched a virtual epidemic called SPIKEY-20 in the Whyville.net online community with a second wave in Winter 2021 and examined participants’ vaccine-taking patterns to address the following question: How did online participants engage in taking a virtual vaccine? The virtual virus SPIKEY-20 was modeled after COVID-19 and its spread could be contained to players’ use of personal protective equipment (PPE) at different levels of economic access (required in-world currency to purchase); infection testing with false positive and negative rates similar to those in real life; and public health announcements in prominent places in the virtual community. During the second wave in Winter 2021, we introduced a vaccination experience for SPIKEY-20, inviting philanthropic donations to fundraise for a cure and then administering the vaccine for free, with second doses available one week later.

DATA. We collected a pre- and post-survey to investigate players’ public health beliefs and experiences related to both virtual (SPIKEY-20) and real (COVID-19) epidemics. This survey was completed by 869 online players, an average of 19.5 years old (SD = 9.9; 69.2% female). We also collected logfile data about their actual donations and use of vaccinations in conjunction with use of PPE and testing during January to April 2021.

RESULTS. During the second wave, we observed that 158 unique players contributed 357 donations, raising a total of $1,207,400 “clams” (Whyville currency) towards a SPIKEY-20 vaccine. Due to an error in the programming, only players who had not previously contracted SPIKEY-20 were able to be vaccinated. Even with this limitation, vaccine engagement was high, with 78 players volunteering to get at least one of two maximum vaccine doses at City Hall during the most active weeks of the outbreak (Figure 1). Surveys also revealed that participants made connections between virtual SPIKEY-20 and real COVID-19, exploring epidemiology concepts such as incubation, immunity, and vectors of spread, and sharing relevant experiences related to public health practices, beliefs, and community messaging. Furthermore, survey participants reported relatively high levels of awareness about preventive behaviors against COVID-19, and high comfort with practicing protective behaviors (e.g., wearing a mask, washing hands, maintaining 6-feet social distancing), but different levels of comfort when asking others to maintain preventive practices.

SIGNIFICANCE. A virtual vaccination drive during an active virtual epidemic was successful in getting participants to engage in repeated albeit lower second injections just as happened during the current COVID-19 outbreak.

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