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GAMING TO IMPROVE HEALTH LITERACY                                                            Utilizing a Library Website a...
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Gaming to Improve Health Literacy

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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
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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 www.secondlife.com RESEARCH POSTER PRESENTATION DESIGN © 2012 www.PosterPresentations.com

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