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- VirusFighter: co-creating an online game
VirusFighter: co-creating an online game✎
Last modified on 07 December 2021
SUMMARY ✎
The Virtual Activity Co-Creation Initiative for Novel Engagement (VACCINE) project was one of the ORION Open Science experiments in co-creation. Babraham Institute scientists and public engagement professionals worked with students at a local state school to produce a game which engages members of the public with the science behind infections, immunity and vaccinations. The result: Virus Fighter.
A group of 25 Year 9 students at the Cambridge Academy for Science and Technology self-selected to take part in two co-creation sessions to help develop the game. In a design workshop, students were able to share their ideas for what the game should look like, and how it should work. These ideas were used to build a prototype model which was then sent back to students for further input in a testing workshop.
77% of student participants agreed that “taking part in this project has shown me that young people like me can make important contributions to real-life science projects”. Two-thirds agreed that through participating they were “more aware of the benefits that vaccination has for our society”.
Quotes from participants:
“A unique project, very relevant to students at the moment that we were in lockdown… students engaged with the content and managed to put their ideas through in a very creative way.” – Teacher.
“Working on this project has had a very positive impact on my career and excitement about doing science outreach. It has been great to work collaboratively” – PhD candidate.
“[It] made me feel like I’m actually contributing to society”; “[I liked] that our ideas were actually considered” – Students.
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ORION has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement Nº741527.
SCALE ✎
LANGUAGE ✎
STAGE ✎
OUTCOMES ✎
New ideas and perspectives were generated, which make the end product more effective in engaging its target audience (young people).
Student participants feel they can make important contributions to real-life science projects.
Student participants are more aware of the benefits of vaccination for society.
Connections between different stakeholder group built and strengthened.
LESSONS ✎
These top lessons learnt were shared at the 2021 Future of Science Communication conference (24-25 June 2021) and the ORION Conference (27-28 September 2021).
- High quality engagement requires significant resources - Especially where the end output is fairly complicated (such as a game), engagement requires significant time and financial investment.
- Think about who you are choosing to engage - What is the benefit to each stakeholder in participating? How will you reach them? Who does your chosen methodology exclude?
- Listen! And then act on what you are told - There is no point in collaborative projects if you don't listen to what your delivery partners are saying. Make sure contributions from all participant groups are valued equally.
TIME ✎
Babraham Institute
ORION Open Science
Cambridge Academy for Science and Technology
Game Doctor