The Anatomy of Care

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Image Credits: willinteractive.com

The Anatomy of Care is less of a video game as it is a training program for healthcare professionals, but it provides sound insight into the problems within the healthcare industry. The scenarios of this interactive module will provide an inside perspective into the development of the current game.

The Anatomy of Care is a video based interactive learning module that is not a traditional video game. The video episodes show common problems within a hospital, and aim to educate the viewers and “players” of the games in ways to treat patients as human beings as opposed to conditions or illnesses, essentially highlighting the importance of empathy in healthcare. Training such as this is common among hospitals, and the overview on the WILL Interactive website describes the game as an accredited continuing nursing education activity. It is not identified as a video game, but the interactive format suggests that communication techniques can be successfully implemented through an immersive system.

This relates to the current project in that the project design is based on the application of an immersive environment to promote patient education and communication. Traditionally, the most common forms of continuing education in healthcare was limited to reading training modules that were later accompanied with a quiz based on the information. By providing the information in a visual and interactive interface, the education might be more effective in conveying the importance of the information.

The messaging in the video modules of The Anatomy of Care is similar to that of the current project although it is directed to opposite sides of the patient/provider relationship. This suggests that there may also be value in creating a provider facing gameplay scenario within the current project. This might be accomplished through the inclusion of physician or nurse town hall meetings within the game that will serve as an opportunity to address the doctor and nurse communication aspects of the HCAHPS survey. An interesting question in regards to the current project is how the game might be used to increase HCAHPS scores among hospitals. The use of interactive continuing education modules suggests that this could be accomplished through a video game. This is a feature that will likely be addressed in the current design. If the feature is not directly incorporated in the current project, it will serve as a guideline for potential problems, which must be addressed during future development. Communication and empathy are common shortcomings in a hospital setting, so effective and compassionate channels must be strategically developed in the current project. It also reinforces that patient empowerment to speak up and communicate concerns to the healthcare provider are important aspects of healthcare.

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