Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.
GAMING TO IMPROVE HEALTH LITERACY                                                            Utilizing a Library Website a...
Upcoming SlideShare
Loading in …5

Gaming to Improve Health Literacy


Published on

Using e-health games to improve health literacy about heart attack, stroke and common medical terminology utilizing a Library website and the virtual world of Second Life.

Published in: Health & Medicine
  • Be the first to comment

Gaming to Improve Health Literacy

  1. 1. GAMING TO IMPROVE HEALTH LITERACY Utilizing a Library Website and the Virtual World of Second Life Elisabeth Marrapodi, Library Director, Trinitas Regional Medical Center, Elizabeth, NJ DESIGN RESULTS KEY SURVEY QUESTION OBJECTIVE E-Health Games: Total Games played globally: 1500+.To determine if e-health games can improve •10 Multiple Choice Questions on each topic Total post-quiz survey returns: 299 (20%)health information literacy about heartattack, stroke and basic medical terminology •Answers provided at endand potentially influence future consumer •Video links & other resources Largest Age Group 18-30health care decisions. •Post-Quiz Survey: 9 questions Library Website 38.1% Second Life 38.6% •Voluntary, confidential, anonymous INTRO Second Largest Age Group 41-50 Games on Library WebsiteNearly 72% of the US population went online Library Website 25.0% Second Life 19.1%to look up health information online in 2010. Gender Male FemaleHeart Attack: every 20 seconds in U.S. Library Website 14.3% 85.7%Stroke: every 40 seconds in U.S. Second Life 30% 70.0%Over 90 million people in the U.S. do notunderstand health information Highest Grade Level Earned METHODS Library Website High School Diploma 26.2% Second Life Graduate degree 37.1%Study: IRB approved e-health game studyNursing Advisory Team: Cardiology, Primary Language Library Website English 72.0%Neurology, Education Second Life English 74.6% CONCLUSIONSSettings: Library Website & Second Life Games in Second Life at Infolit iSchool E-health games can be a fun, engaging wayHosted Game Sites in Second Life: Did You Learn Anything New? to improve health literacy and potentiallyUniv of Sheffield Infolit iSchool, Bradley Univ influence consumer health decision making. Heart Attack Yes No While traditional websites remain a viableLibrary, Univ of Illinois College of Medicine, Library Website 65.0% 35.0% and valuable resource for consumer healthMontclair State Univ, Ann Myers Virtual Second Life 50.0% 50.0%Medical Center, HealthInfo Island outreach, innovative emerging technology Stroke Yes No platforms such as immersive virtual realityParticipant Population Pool: Library Website 61.9% 38.1% worlds, offer unique opportunities forLibrary Website: Community at large Second Life 55.6% 44.4% maximizing outreach and show promise asSecond Life: 70K+ people (avatars) e-health tools. Medical Terminology Yes No Library Website 70.0% 30.0%Promotion: social networking tools, blog, RECOMMENDED READING Second Life 75.6% 24.4% Healthy People 2010newsletters, online TV show, conferences Webber, J. et al. (2010) “Learning in a Virtual World: Experience withFunding: NN/NLM MAR Small Projects Using Second Life for Medical Education.” J Med Internet Res ,12(1 ).Award, Infinium Community Outreach RESEARCH POSTER PRESENTATION DESIGN © 2012