The Use of Virtual Worlds and Animated Personas to
Improve Healthcare Knowledge and Self-Care Behavior:
The Case of the HEART-SENSE Game
PI: Barry G. Silverman, PhD (Professor of Engineering and Medicine,
Univ. of Pennsylvania, & Senior Fellow, Leonard Davis Institute for Health Economics,
Barryg@seas.upenn.edu)
Co-PI: John Holmes, PhD, Director of Research Informatics*
Stephen Kimmel, MD, Assist. Prof. of Medicine and Epidemiology*
Charles Branas, PhD* & Doug Ivins, MD, VA Informatics Research
Fellows
Students: Ransom Weaver, Yi Chen
* - Center for Clinical Epidemiology and BioStatistics, School
of Medicine, Univ. of Pennsylvania
June 2000
ABSTRACT
The goal of this project is to determine whether a computer based training
game (HEART-SENSE) can improve recognition of heart attack symptoms and shift
behavioral issues so as to reduce pre-hospitalization delay in seeking treatment
and thereby reduce myocardial infarction mortality and morbidity. In Phase I
we created and evaluated a prototype virtual village in which users encounter
and help convince synthetic personas to deal appropriately with a variety of
heart attack scenarios and delay issues. Innovations made herre are: (1) a design
for a generic simulator package for promoting health behavior shifts, and (2)
algorithms for animated pedagogical agents to reason about how their emotional
state ties to patient condition and user progress. Initial results show that
users of the game exhibit a statistically significant shift in intention to
call 911 and avoid delay, that multi-media versions of the game foster vividness
and memory retention as well as a better understanding of both symptoms and
of the need to manage time during a heart attack event. Also, results provide
insight into areas where emotive pedagogical agents help and hinder user performance.
Finally, we conclude with next steps that will help improve the game and the
field of pedagogical agents and tools for simulated worlds for healthcare education
and promotion.
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