Development 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

Time to read
2 minutes
Read so far

Using Smartphones to Study Vaccination Decisions in the Wild

0 comments
Affiliation

University of Trento (Girardini); Fondazione Bruno Kessler - FBK (Girardini); independent researcher (Stopczynski); Fraunhofer Institute for Translational Medicine and Pharmacology - ITMP (Baranov); German Centre for Infection Research - DZIF (Baranov); LMU University Hospital (Baranov); Bernhard Nocht Institute for Tropical Medicine (Betsch); University of Erfurt (Betsch); TUD Dresden University of Technology (Brockmann); University of Copenhagen (Lehmann, Böhm); Technical University of Denmark (Lehmann); University of Vienna (Böhm)

Date
Summary

"[U]nderstanding what determines vaccination decisions is important to better communicate about vaccination and develop interventions that support vaccine uptake."

Considering the personal and social benefits of vaccination, individuals have to decide whether to prosocially benefit non-vaccinated others by getting vaccinated or whether to free ride on the indirect protection provided by vaccinated others, resulting in a social dilemma. Previous research has shown that people consider both the decisions of others and the welfare consequences for others when making their own vaccination decisions. However, the evidence regarding the direction of such effects is mixed. In order to understand what factors determine people's vaccination decisions, previous behavioural research made use of (i) controlled but often abstract or hypothetical studies (e.g., vignettes) or (ii) realistic but typically less flexible studies that make it difficult to understand individual decision processes (e.g., clinical trials). Combining these approaches, this study proposes integrating real-world Bluetooth contacts via smartphones in several rounds of a game scenario as a methodology to study vaccination decisions and disease spread.

The study uses an established interactive vaccination game that builds on a SIR (Susceptible-Infectious-Recovered) model of disease dynamics, thus capturing the dynamic personal and social benefits of vaccinations depending on the population's vaccination rate. Various versions of this interactive vaccination game (I-Vax) have been applied to investigate vaccination behaviour and potential behavioural interventions. The key advantage of this gamified method is that decisions are not hypothetical, but they have actual consequences by providing behaviour-contingent monetary incentives, thus reducing the intention-behaviour gap.

This 12-week proof-of-concept study, conducted with N = 494 students, implements the I-Vax game in a natural scenario, taking into account the spatial and temporal dynamics of vaccination decisions and their consequences. The researchers gave players (all freshmen at a Danish university) information about infected, recovered, susceptible, and vaccinated individuals in their environment. The game involved infections taking place via Bluetooth contact between participants' smartphones - that is, infections can only happen when two participating individuals are physically close one another (infection range up to ten meters). This approach models the spatial properties of real-world disease spreading, i.e., infections happen because of actual physical contact between infectious and susceptible individuals. Through the implemented application, the participants could make the decision to vaccinate and protect themselves from the fictional disease.

The study found that participants strongly responded to some of the information provided to them during or after each decision round, particularly those related to their individual health outcomes. In contrast, information related to others' decisions and outcomes (e.g., the number of vaccinated or infected individuals) appeared to be less important. Furthermore, the analysis indicates that players were less likely to get vaccinated in later rounds.

The paper discusses the potential of this novel method and points to areas for future research. For example, the study found that participants valued more their own experience and did not consider much the feedback given at the end of the round, be that global or local. Instead, they valued highly the daily information about the number of players who were still susceptible. Future studies could investigate the role of social norms, free-riding motivation, and prosocial concern when people learn about a more local and potentially psychologically closer group versus a more distant but larger group. Differences in how people value and react to such information could help policymakers improve vaccination communication.

In conclusion, the researchers "propose that running experiments using this method could provide important insights before rolling out...clinical trials (e.g. to evaluate interventions aiming at increasing vaccine uptake), and potentially reduce the attitude-behaviour gap that plagues implementation research."

Source

PLOS Digital Health 3(8): e0000550. https://doi.org/10.1371/journal.pdig.0000550. Image credit: Freepik