The findings suggest that patients were satisfied with the game, which indicates that adult patients on warfarin are open to game use as an educational tool to learn health information.
Venous thromboembolism (VTE) is a significant but preventable cause of hospital-related morbidity and mortality. Prevention of in-hospital VTE, thus, has become a major quality improvement initiative within hospitals. However, addressing VTE prophylaxis rates and appropriateness on transition to other facilities has not been fully characterized to date. The authors of this study retrospectively evaluated VTE prophylaxis on transfer from medical inpatient settings to long-term care facilities. Analysis indicated that on transfer to other facilities, VTE prophylaxis recommendations were not routinely documented. Interfacility communication is crucial to ensure that appropriate prophylaxis recommendations are addressed during transitions of care. New processes evaluating VTE prophylaxis recommendations at the time of care transfer warrant further study.
The growing body of knowledge on the effectiveness and usability of digital games in delivering health information to consumers reveals that the academic attention toward gaming has increased. An overabundance of health information for consumers is often very daunting. Healthcare workers need resources that focus on health literacy, and consumers demand easy to comprehend information in a user friendly format. This chapter explores how gamification as a mode of information exchange could provide answers to the health literacy issue and demonstrates how games can potentially be a natural platform to deliver information to consumers.
The growing body of knowledge on the effectiveness and usability of digital games in delivering health information to consumers reveals that the academic attention toward gaming has increased. An overabundance of health information for consumers is often very daunting. Healthcare workers need resources that focus on health literacy, and consumers demand easy to comprehend information in a user friendly format. This chapter explores how gamification as a mode of information exchange could provide answers to the health literacy issue and demonstrates how games can potentially be a natural platform to deliver information to consumers.
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