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

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

University Standing at Time of Publication

Associate Professor

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