Transcript
Page 1: Gaming to Improve Health Literacy

Gaming to Improve Health Literacy

Elisabeth Jacobsen Marrapodi

(Brielle Coronet/SL)

Library Director

Trinitas Regional Medical Center

Elizabeth, New Jersey

Page 2: Gaming to Improve Health Literacy

Study: Can Interactive Games Improve Health

Literacy?

The Research Team: Team Leader: Medical Librarian Advisors: Cardiology, Neurology & Education NursesIntern: 2nd Year MLS Student

Teaching Objective: Offer fun, educational, interactive Consumer Health Literacy quizzes to increase

public awareness about signs and symptoms on selected health topics Targeted Topics:

* Heart Attack * Stroke

* Medical Terminology

Target Populations: * local to global

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The situation

Low literacy affects > 90 million adults in the U.S. Low literacy contributes to adverse outcomes

• Poor management of chronic illness

• Less healthy behaviors

• Higher hospitalization rates

• Medical errors

• And more

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Why target heart attack and stroke?

Every 20 seconds, a person in the United States has a heart attack• At least 250,000 people die of heart attacks each year before they

reach a hospital

Every 40 seconds a person in the United States has a stroke• Did you know that 75 to 80% of people who suffer a stroke don't

seek help?• Stroke is the third leading cause of death in the United States.

Over 143,579 people die each year from stroke in the United States

Too many people do not know the signs or will ignore them…awareness and quick action are vital!

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Advantages of online interactive games

For the Consumer: Private, anonymous Learn at your own

pace Accessible 24/7 Fun

For the Educator: Inexpensive Where your

customers are Maximum outreach

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Chosen Methods

Library Website

• www.trinitas.org

• 600,000+ visitors annually

Web 3.0 virtual reality 3D platform: • Second Life

• www.secondlife.com• virtual real time global

community with >8 million “residents”

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Library Website

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Web 3.0: 3D Virtual World of Second LifeHealthInfo Island

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Sample Traveling Mini-Exhibits in Second Life

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Stroke Quiz: Sample Questions

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Promotional Strategies for Library Website

institutional website

Library website

Internal newsletter

Bulletin boards

Community news

Library blog Facebook NNLM wiki

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Promotional Strategies for Second Life Study

SL events Avatar profile Avatar’s Twitter professional

groups SL Library

Google group LinkedIn RL library blog Facebook

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Preliminary Study Survey Results Nov 2009*- Feb 2010

total post quiz survey responsesAge Groups

0

5

10

15

20

25

30

35

18-30

31-40

41-50

51-60

61-70

71-80

Website

Second Life

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Gender

0

5

10

15

20

25

30

35

40

M F

SL

Website

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Education Levels

0

5

10

15

20

25

30

35

40

45

<H.S. H.S. tech sch <4 yr coll coll deg <grad grad deg

Website

Second Life

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Post Quiz Survey Question: Did you learn any new information as a result of taking these health quizzes?

0

10

20

30

40

50

60

70

80

Yes No

Website

Second Life

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Post Quiz Survey Question: As a result of taking these quizzes will you use any information for future health care decisions?

0

10

20

30

40

50

60

70

80

Yes No

Website

Second Life

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Projected Outcomes

Preliminary post-quiz survey feedback supports the hypothesis that online interactive games can be an easy, effective tool to increase health literacy

Our projected outcomes are that interactive online health games will create a "more informed community" who will:

• Recognize signs and symptoms faster for stroke and heart attack

• Get to a Stroke Center or Emergency Room quicker

• Be able to communicate and understand common medical terms

for better management of their health care needs

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Health Literacy Supporters

Healthy People 2010 (Dept of Health & Human Services, U.S.)

American Stroke Association National Stroke Association (U.S.) Medical Library Association The Joint Commission (U.S.) National Institute of Health (U.S.)

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Full presentation available at Slideshare

http://www.slideshare.net/emarrapodi


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