The document discusses using serious games and drama-driven workshops to increase engagement with health information and communication technology (ICT). It aims to bridge the gap between identifying real health problems and developing and using eHealth services. Serious games can involve patients, support learning about health, and provide tools for rehabilitation. Drama-driven workshops using observations from primary care can generate discussions among stakeholders to identify problems and potential solutions, and help establish new activities involving stakeholders. The overall goal is to engage policymakers and health care staff in actively using new technologies like telemedicine to address real-world health problems.
2. Why engagement and Serious
Games?
• Reduce the risk of focusing on creating eHealth policies is
that we will just produce “another document” that will never
come into use.Thus engage the policymakers and connect
their decisions to real world problems
• Modest aim to find strategies bridge the gap between real
problem identification, development and active use of
eHealth services
• Offer an alternative approach that engages health care staff
members in actively using new technology and works
models, i.e. telemedicine and other ehealth solutions.
• Involve patients, support learning and awareness about
health, provide tools for rehabilitation- Serious Games
• Actively open up innovation and organisational development
4. Drama as a starting point
• Even the old greeks used dramas to evoke discussions
around before decisions (MacCulloch, 2009)
• We used Eyewittnes observations from primary care to
generate discussions with an aim to support problem
identification in groups of relevant stakeholders
• Turn the focus towars possible soultions - and future
development of practices and services (serious games)
• Aim- to identify and establish new activities involving relevant
stakholders.