Keywords
vaccination, gamification, human-computer interaction, user experience, Human Papillomavirus (HPV), information retention, patient sentiment, information influence
Abstract
This study is testing the potential of a gamified method of conveying information and the ability of the game to influence people’s sentiment towards immunization. The most popular way that medical information and awareness is spread is in the form of pamphlets or flyers, even though many people either ignore them or do not retain much information from them. Perhaps a game paired with intermittent quiz questions that influence the overall score will improve overall retention as compared with plain reading. To test this hypothesis, a game was designed to include identical information as a pamphlet commonly handed out in an office to see if it is more impactful and persuasive when used by patients in a waiting room.
Original Publication Citation
"Informational Video Gaming in the Waiting Room", 2018
BYU ScholarsArchive Citation
Long, Andrew; Ramirez, Mitchell; Shields, Coltin; and Twyman, Nathan, "Informational Video Gaming in the Waiting Room" (2018). Faculty Publications. 9492.
https://scholarsarchive.byu.edu/facpub/9492
Document Type
Conference Paper
Publication Date
2018
Publisher
Proceedings of the Thirteenth Midwest United States Association for Information Systems
Language
English
College
Marriott School of Business
Department
Information Systems Management
Copyright Use Information
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