Baranyi, R., Isikoglu, M., Aigner, C., Hölbling, D., & Grechenig, T. (2024). Leveraging Serious Game Mechanics to Boost Vaccine Literacy: Insights and Outcomes. In 2024 IEEE International Conference on E-health Networking, Application & Services (HealthCom) (pp. 1–6). IEEE. https://doi.org/10.1109/HealthCom60970.2024.10880839
2024 IEEE International Conference on E-health Networking, Application & Services (HealthCom)
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ISBN:
979-8-3503-5054-8
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Date (published):
2024
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Event name:
2024 IEEE International Conference on E-health Networking, Application & Services (HealthCom)
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Event date:
18-Nov-2024 - 20-Nov-2024
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Event place:
Nara, Japan
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Number of Pages:
6
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Publisher:
IEEE, Piscataway
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Peer reviewed:
Yes
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Keywords:
Vaccination; health literacy; serious gaming
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Abstract:
Vaccinations are among the most effective tools for disease prevention. Unfortunately, in recent years, many have neglected the substantial benefits of immunization, putting them at higher risk of getting a severe course. This is also particularly important for higher-risk groups, such as children or immuno-compromised individuals. One contributing factor to the decline in vaccination rates is the lack of awareness and education about immunization. The limited sources of information, such as vaccination centers and pharmacies, are generally only utilized by those already interested in the topic. Within that area, health and vaccination literacy plays a huge part. Health literacy involves understanding and using health-related information to make informed decisions about healthcare and health promotion. Vaccine literacy encompasses individuals' knowledge, motivation, and competence to comprehend and apply vaccine information. Additional motivational sources are needed to address this issue and engage a broader audience. This research introduces the development of a serious game aimed at increasing awareness and interest in immunization. The design and requirement analysis was supported by conducting multiple expert interviews and involving evaluation participants. Seven pharmacists and 24 users were included throughout five phases, resulting in 37 identified requirements. This approach seeks to enhance public understanding and participation in immunization through an interactive and educational platform.