Online video game brings to life the impact of staying home during COVID-19 pandemic
聽#StayHome To Win
TORONTO, Wednesday, April 8, 2020聽鈥 A new online game set in an immersive science fiction storyworld but informed by real-world public health challenges was launched today by 91亚色 researchers. helps players visualize 鈥 in a fun and engaging way 鈥 the impact of deciding to stay home during the COVID-19 pandemic, and the effect on their community if they do not.
鈥淚magining a deadly new virus composed of shadows, Shadowpox uses 鈥榗o-immunity鈥 as a metaphor for the power we each have to make choices that will have a destructive or constructive effect on the people and the world around us,鈥 says Alison Humphrey, who created the transmedia storyworld as part of her doctoral research in the School of the Arts, Media, Performance & Design at 91亚色. 鈥淭he Shadowpox game design is simple and playful, but it hinges on a potentially life-or-death decision each of us is now making every day.鈥
The new online game is based on the聽full-body videogame聽, which was designed to make visible the invisible consequences of an individual鈥檚 immunization choices. That work debuted as part of the exhibition ,聽opening at the 2017聽聽in Trondheim, Norway, and then touring to Geneva, Switzerland during the聽.

As Humphrey watched the WHO declare COVID-19 a pandemic last month, she started thinking about how to adapt the existing game as a contribution to the global campaign to 鈥渇latten the curve鈥 through social distancing. The original Shadowpox team ramped up for a #StayHome reboot in just two weeks.
鈥淭he game starts with a choice: 鈥楽tay Home鈥 or 鈥楪o Out鈥. Your character is asymptomatic and unaware they鈥檙e infected, so if you choose to 鈥楪o Out,鈥 you鈥檙e shedding viral shadowpox circles everywhere you go,鈥 says Humphrey. 鈥淢eanwhile, 99 other people in your neighbourhood are going about their business 鈥 maybe they鈥檙e key workers, or getting their once-a-week groceries. Each one that meets you or crosses your trail has a 50 percent chance of becoming infected. Of those, one in five will need hospital care, and one percent may die. At the end of the game, you get an overall 鈥榠nfection score,鈥 but more importantly, you get a rare glimpse into the lives your choice affected.鈥
Why ? "Shadowpox: Edition", new online game by and informed by data from helps players visualize 鈥 in a fun and engaging way 鈥 the impact of deciding to stay home during the COVID-19 pandemic. Watch 馃摵
Read more:— 91亚色 News (@91亚色Unews)
Humphrey鈥檚 91亚色 collaborators include Professor Caitlin Fisher of the School of the Arts, Media, Performance & Design; Steven Hoffman, Professor, Faculty of Health and Osgoode Hall Law School, and Director of the Global Strategy Lab; Susan Rogers Van Katwyk, Investigator, Global Strategy Lab; and Shadowpox technical director LaLaine Ulit-Destajo, a recent Computational Arts alumna.

鈥淲e鈥檝e been working with Alison to ensure this game is based on real data and real modelling,鈥 says Hoffman, scientific director on the game, who provided data to help inform the game鈥檚 outcomes. 鈥淚鈥檓 really excited about Shadowpox because it highlights the way that art and data can come together in order to inform and engage people in how to respond to infectious disease threats. Originally, the game was developed in the context of vaccination, and while we don鈥檛 yet have a vaccine for COVID-19, in the meantime we do have a choice: not whether to vaccinate or not, but whether to stay home or not. So what this game does, is it gives us a way to empower people to be part of community immunity.鈥
Each time the game is played, depending on the choice to go out or stay home, the player鈥檚 final score converts into an 鈥淚nfection Collection鈥 or 鈥淧rotection Collection鈥 of up to 99 written by Fisher, bringing to life the 99 neighbours who can be touched by a single decision.

鈥淭he idea of the Pox茅mon cards is to turn cold statistics into something personal,鈥 says Humphrey. 鈥淓ach one of the people in that number is an individual. They鈥檝e got dreams, fears, a favourite food, a new job, friends, family 鈥 they are important to many people. Statistics are abstract, but the pictures and stories on the cards can bring those lives to light.鈥
The game is being submitted to the . Winning selections will be announced on April 22, 2020.
Humphrey will use the larger Shadowpox storyworld to teach a new undergraduate course in 91亚色's聽聽in the fall of 2020.
鈥淕ames are interactive 鈥撀爑nlike a movie where the plot is fixed, games need us to make choices to change the outcome. So our hope is that this little game can spark the player鈥檚 imagination and remind them that their choice to #StayHome is making them a hero in the real world.鈥
Shadowpox: #StayHome Edition is at .
For more information, please see and
91亚色 champions new ways of thinking that drive teaching and research excellence. Our students receive the education they need to create big ideas that make an impact on the world. Meaningful and sometimes unexpected careers result from cross-disciplinary programming, innovative course design and diverse experiential learning opportunities. 91亚色 students and graduates push limits, achieve goals and find solutions to the world鈥檚 most pressing social challenges, empowered by a strong community that opens minds. 91亚色 U is an internationally recognized research university 鈥 our 11 faculties and 25 research centres have partnerships with 200+ leading universities worldwide. Located in Toronto, 91亚色 is the third largest university in Canada, with a strong community of 53,000 students, 7,000 faculty and administrative staff, and more than 300,000 alumni.
Media contact:
Anjum Nayyar, 91亚色 Media Relations, cell 437-242-1547,聽anayyar@yorku.ca






