Individually Customized Digital Tool to Counter Vaccine Hesitancy
A digital game that leverages adaptive learning profiles to combat misinformation and increase COVID-19 vaccine adoption globally.
Farhaan Ladhani, Co-Founder and CEO of Digital Public Square
- Respond (Decrease transmission & spread), such as: Optimal preventive interventions & uptake maximization, Cutting through “infodemic” & enabling better response, Data-driven learnings for increased efficacy of interventions
Widespread vaccine hesitancy is a complex global phenomenon that threatens to undermine efforts to gain control over the COVID-19 pandemic. Whereas 70-90% of the world’s population will need to be vaccinated to achieve herd immunity, it is estimated that up to a quarter of Americans do not plan to be vaccinated, and in some countries population-level vaccine acceptance is as low as 15%. A key contributor to this issue is rampant online misinformation campaigns, against which the susceptibility of an individual is affected by a range of psychological, socio-economic, and environmental factors.
Importantly, when these factors are not addressed, misinformation interventions typically fail to have an effect and have even backfired in some instances. Treatment of vaccine hesitancy as a problem of information deficiency alone overlooks key influential factors including user values, affective and motivational reactions, along with contextual barriers stemming from historical mistrust of medical institutions in marginalized communities. Globally this problem is pervasive amongst healthcare providers in formerly colonized settings; for instance, a recent study in Nigeria found vaccine acceptance at 28% amongst healthcare workers. Overcoming vaccine hesitancy is therefore even more critical as the world focuses on ending both the COVID-19 pandemic and decolonizing public health.
Our target audience are individuals that are vulnerable to misinformation about COVID-19 and/or are vaccine-hesitant. Unfortunately, these populations tend to have the greatest incidence rates of COVID-19, and across the USA and Canada are disproportionately represented in communities of colour and underserved communities. Globally, our target audience extends beyond the general public, with vaccine hesitancy prevalent amongst healthcare providers and complicated in settings where governments themselves may be perpetuating false narratives.
Our baseline work included developing a vulnerability assessment to identify themes and factors affecting an individual’s vulnerability to misinformation, consulting groups on different content design elements, and then finally piloting the app with these communities to assess whether we were achieving robust learning effects across diverse groups. We plan to take a similar approach with new communities/regions in this next phase, and as we continue to scale, deployment of our vulnerability assessments will help us strategically define our target users for every new context we enter.
Altogether, not only does this solution aim to improve vaccine acceptance rates to collectively move past this pandemic but is rooted in equity and prioritization of vulnerable populations everywhere.
- Growth: An initiative, venture, or organisation with an established product, service, or business/policy model rolled out in one or, ideally, several contexts or communities, which is poised for further growth
