‘Cranky Uncle Vaccine’ Mobile App Unveiled to Combat Vaccine Misinformation

In a pioneering move to combat vaccine misinformation, the ‘Cranky Uncle Vaccine’ mobile app has been launched in Tanzania, offering a free, evidence-based game designed to equip users with the tools to identify and counter misinformation while enhancing their understanding of vaccine safety, efficacy, and importance.

The game, developed by the team at GoodBeast, aims to empower players with the knowledge needed to navigate through the overwhelming ocean of misinformation prevalent in today’s world. Awet Araya, the Social and Behaviour Change Manager at UNICEF Tanzania, stressed the significance of knowledge as the ultimate vaccine against misinformation, emphasizing the critical need for tools to discern the truth in the current climate.

A collaborative effort by UNICEF, the Sabin Vaccine Institute, Irimi, and Dr John Cook of the University of Melbourne’s Melbourne Centre for Behaviour Change, ‘Cranky Uncle Vaccine’ is an extension of the original ‘Cranky Uncle’ game, which utilized cartoons, humour, and critical thinking to expose the tactics of science denial and foster public resilience against misinformation.

Dr. Angus Thomson, a Senior Social Scientist at Irimi, and Dr. Cook conceived the idea of a vaccine-themed version of the game during the early stages of the pandemic while working on UNICEF’s Vaccine Misinformation Management Field Guide. UNICEF, Sabin, and other partners contributed to tailoring, developing, and testing the game to ensure its resonance and relevance to local culture and traditions.

The game’s regional, multi-lingual versions were co-designed in East and West Africa and South Asia, with subsequent adaptations tailored specifically for Tanzania. Highlighting the potential of games and humour in combating vaccine misinformation, Dr. Cook emphasized their interactive and engaging nature, and their ability to reach and impact a wide audience.

Centered around the character ‘Cranky Uncle’, who embodies a science-denying persona, and a health worker who dispenses factual information about vaccines, ‘Cranky Uncle Vaccine’ guides players through various misinformation techniques employed by the character. Dr. Kate Hopkins, Director of Research in Sabin’s Vaccine Acceptance and Demand Initiative, emphasized the evidence-based nature of the game, rooted in a comprehensive literature review that identified and classified the top 10 fallacies used globally to propagate vaccine misinformation.

The game underwent rigorous localization and cultural adaptation, involving input from end users such as young people, community health workers, and parents/caregivers to ensure its contextual relevance. Pilot studies including pre- and post-game play surveys demonstrated the game’s efficacy in helping users distinguish between vaccine-related misinformation and factual information.

In addition to its launch in Tanzania and Ghana, ‘Cranky Uncle Vaccine’ is currently being tested in other countries including Rwanda and Pakistan for a planned rollout in 2024. The game is set to be integrated as part of the ongoing immunization activities of local UNICEF offices, Ministries of Health, and community-based organizations.

To ensure widespread accessibility and bridge the digital divide, ‘Cranky Uncle Vaccine’ is made available in multiple languages and is being optimized for low-bandwidth devices. It can be accessed through platforms such as the Internet of Good Things [IoGT], a WhatsApp chatbot, a voice-based platform, and even as an offline printed version, reflecting a comprehensive approach to reach diverse audiences.

The game’s impact is being tracked through a global dashboard, engineered by GoodBeast and supported by UNICEF, to monitor data analytics and inform strategic decision-making. With a focus on scaling the program programmatically, ‘Cranky Uncle Vaccine’ aims to play a pivotal role in immunization efforts and in fostering resilience against misinformation on a global scale.

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