Sault Area Hospital is an organization that supports the district of Algoma in Sault Ste Marie, Ontario. Recently, the organization has made progress in implementing a variety of health information technology to increase quality of care. Gamification of health care is an emerging trend which includes the use of game features, mechanisms, and designs to support patient care issues as well as well-being (El Morr, 2018). Gamification can be utilized within Sault Area Hospital to increase compliance and concordance with health teaching and discharge instructions. This can be beneficial to both patients and staff. With gamification, patients are challenged to complete a variety of modules and to demonstrate comprehension and understanding regarding discharge instructions. For staff members, gamification can be utilized to enhance the appeal to ensure all discharge information and education is provided to patients in a timely manner.
When implementing change, one must consider barriers which may be present. With the implementation of gamification, technology availability could be a barrier. Each room at Sault Area Hospital should be equipped with a bedside computer, however, often these computers are needing information technology (IT) support as they are not functional. Without appropriate bedside technology, the health care staff may be unable to complete gamification as required. It will be important to ensure adequate IT availability to ensure all workstations are functioning. Application and usability may be a barrier as staff may not be willing to apply gamification within their practice. A strategy to overcome this barrier would be to ensure that staff received appropriate education and training regarding gamification (Caballero & Cossio, 2010). Further barriers surround health literacy of patients. Gamification is only effective if patients understand the concept and obtain knowledge from it. This will be based upon health literacy of the patient which can vary between age and gender. With this initiative, it will be important to create strategies to engage minority populations. Keselman et al., (2008) note that those who do not access Internet health resources are financially unstable, less educated, over the age of 65, disabled, or ethnic minorities. These populations may require increased time with the staff completing the gamification.
With this proposed change, it would be beneficial to utilize change management strategies to ensure implementation is successful. With the addition of gamification, it would be beneficial to involve all staff who would be affected by this change within the design and implementation of the technology. Staff should be involved when designs are being made regarding gamification and could be involved within design, technology usage, as well as implementation plan (Ball et al., 2011). Engaging individuals is attributed to success within health informatics technology implementation (Caballero & Cossio, 2010). Although, it is difficult to involve all individuals within decision making, it would be wise to sought out suggestions from staff (Ball et al., 2011).
During implementation, it will be important to ensure support and commitment of this initiative by the leadership group (T.I.G.E.R. Technology Informatics Guiding Education Reform (2011). When implementation occurs, it will be preferable for the leader to engage with individuals and model understanding and application of the technology. Furthermore, leaders should ensure that individuals are aware of resources and assistance they provide during navigation of the new technology (T.I.G.E.R. Technology Informatics Guiding Education Reform (2011).
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