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Speakers: Dr Pauline Luk, Dr Ria Sinha
Programme Synopsis:
Health inequalities are often taught through abstract frameworks and statistics. Such approaches may fail to convey how context—poverty, migration status, family obligations, stigma, policy environments, and time scarcity—shapes everyday health decisions for vulnerable populations. Learners may “know” social determinants of health (SDH), yet still struggle to understand what it feels like to navigate illness and wellbeing within constrained social worlds.
This interactive workshop uses an experiential, narrative‑based game to invite participants into the lived contexts of people experiencing social and structural disadvantage. Drawing on community‑informed scenarios, participants step into roles of vulnerable individuals and families, making health, financial, and social decisions under realistic constraints. Through gameplay, participants experience how limited choices, competing priorities, and structural barriers accumulate across time, shaping health outcomes beyond clinical encounters.
The workshop foregrounds contextual reasoning rather than problem‑solving. Participants are encouraged to notice moments of frustration, moral distress, empathy, judgement, and uncertainty—and to examine what these responses reveal about assumptions embedded in healthcare training. Facilitated reflection surfaces how policies, institutions, and social norms interact with individual agency, and how vulnerability is often produced by systems rather than personal failure.
In the second half of the workshop, facilitators unpack the co‑design process behind the game, highlighting how collaboration with medical students functioned not only as a design strategy but also as a powerful learning experience. Participants then discuss how experiential approaches—such as games and narrative‑based activities—can be adapted and embedded within medical humanities and health professions curricula to foster contextual reasoning, equity‑oriented thinking, and compassionate care.
A promotion video of the game is available here for preview:
Learning Outcomes
By the end of the workshop, participants will be able to achieve the following learning outcomes:
The effectiveness will be measured through informal qualitative discussions.
Target Audience
Maximum Number of Participants
32 participants (in any multiple of 4-5 people in a group)
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