'HEART-SENSE' GAME PASSES EARLY TEST: PLAYERS
PROVE MORE LIKELY TO SEEK PROMPT HELP FOR HEART ATTACK SYMPTOMS
PHILADELPHIA -- A computer game developed at the University
of Pennsylvania to encourage prompt medical attention in the
wake of a heart attack appears to have passed its first test:
A preliminary study has shown that the game rendered its players
more likely to respond to symptoms by calling 911 or reporting
to the emergency room in a timely manner.
Professor
Barry G. Silverman, the creator of the Heart-Sense
game, reports the promising finding in the September issue
of the INFORMS Journal of Health Care Management Science.
Players of the game, which can be used on most personal
computers equipped with CD-ROMs, find themselves encouraging
citizens of an imaginary village to seek medical treatment
for their heart attack symptoms.
"It's believed that people learn best by teaching others,"
said Silverman, a professor of systems
engineering in Penn's schools of Engineering and Applied
Science and Medicine and the Wharton School. "This study indicates
that even the most rudimentary version of the Heart-Sense
game improves the likelihood that patients will seek medical
attention for symptoms of a heart attack."
This first study of the game's effectiveness involved 18
subjects who played at their homes or offices. The participants
played four versions, ranging from a straightforward display
of text on their monitors to a fully interactive version featuring
conversations with virtual victims. In follow-up questionnaires,
those who had played any of the four versions indicated they
would be more likely to call 911 or see a doctor in the event
of an actual heart attack, with those who had played the most
interactive, realistic version registering the strongest gains.
"Initial results show that users of the game exhibit a significant
shift in intention to call 911 and avoid delay ... as well
as a better understanding of both symptoms and of the need
to manage time during a heart attack," wrote Silverman and
co-authors Ransom Weaver of Penn's School of Engineering and
Applied Science and John Holmes, Stephen Kimmel, Charles Branas
and Doug Ivins of the Center for Clinical Epidemiology and
Biostatistics at Penn's School of Medicine.
Cardiology researchers have documented that inaction in the
face of heart attacks is a serious problem, with different
studies placing the average delay at anywhere from two to
12 hours. It has been estimated that 26 to 44 percent of the
1.25 million Americans who suffer heart attacks annually delay
more than four hours in seeking care. Certain groups appear
more prone, including women, African-Americans and those in
lower socioeconomic strata who may fear the costs associated
with medical treatment.
Delays lead to increased morbidity and mortality because
the most potent treatment, a class of drugs called thrombolytics
that prevents the atrophy of cardiac muscle, is most effective
if administered within 60 minutes. After six hours of delay,
thrombolytics' benefits are virtually nonexistent.
"Dr. Silverman has developed a very promising new approach
that will help us save lives by changing the health-seeking
behaviors of our patients and their families," said Rose Marie
Robertson, professor of medicine at Vanderbilt University
and president emerita of the American Heart Association. "The
American Heart Association and the National Heart, Lung, and
Blood Institute are currently focusing major efforts at educating
the public about the warning signs of heart attack and stroke
and encouraging them to think through a plan of action before
the event occurs. Heart-Sense employs current learning theory
in an extremely user-friendly system. I believe that it can
make a real difference."
The 15-minute game begins with a conversation with an emergency
worker who has just responded to a community member experiencing
severe chest pains, followed by a doctor explaining what happens
during a heart attack and what the most common symptoms are.
Players then enter a fictitious village, where they encounter
people experiencing chest pain but saying things like, "I
don't want to rush. If it gets worse, I will do something
about it."
Cheered on by a heart-shaped character named Bea and a ticking
clock emphasizing the need for quick action, it's the job
of Heart-Sense players to encourage such reluctant figures
that they should seek medical attention without delay. Heart-Sense
is only the second game reported to alter health decisions,
joining a game developed to educate college freshmen about
drinking responsibly.
The game has been favorably reviewed by the American Heart
Association, and when completed may be offered on that group's
web site. It could also be installed in libraries, public
health clinics and long-term care facilities, Silverman said.
"Ideally, we'd like every doctor to hand this game to every
patient who is at risk of a heart attack," he said.
Several additional studies of Heart-Sense's efficacy, one
involving 260 subjects, are now underway. Silverman's team
has been developing the game for roughly two years, funded
by the National Heart Attack Alert Program of the National
Institutes of Health and the National Library of Medicine.
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