Tots, Tweens, Teens & Technology: Transforming Wait Time Experience
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Mentor Information
Dr. Donna Lee Ettel-Gambino, Ph.D.
Description
Long waiting times in health care remain a challenge, especially in pediatrics. Wait time is considered one of the most important indicators of healthcare quality. Long waits may delay diagnosis and treatment which may lead to increased morbidity and escalated patient dissatisfaction. Evidence suggests that the patient’s perception of wait time may be a more accurate indicator of their visit satisfaction rather than their actual wait time. The purpose of this study was to better understand if providing pediatric patients with age-appropriate video games or single user electronic gaming devices would positively influence their experience in the outpatient clinic setting. A MANOVA was conducted to identify differences across groups. The independent variable was the patients’ grade level. The dependent variables were the patients’ agreement with the following survey statements: 1) preferred playing with others; 2) would utilize single use electronic devices if provided; 3) has access to a personal computer; 4) has access to a phone; 5) enjoys playing outside; and 6) playing video games. The following one criterion was found to be statistically significant: 1) Over half (55%) of the pediatric patients reported they “play with video games” (p
Tots, Tweens, Teens & Technology: Transforming Wait Time Experience
Long waiting times in health care remain a challenge, especially in pediatrics. Wait time is considered one of the most important indicators of healthcare quality. Long waits may delay diagnosis and treatment which may lead to increased morbidity and escalated patient dissatisfaction. Evidence suggests that the patient’s perception of wait time may be a more accurate indicator of their visit satisfaction rather than their actual wait time. The purpose of this study was to better understand if providing pediatric patients with age-appropriate video games or single user electronic gaming devices would positively influence their experience in the outpatient clinic setting. A MANOVA was conducted to identify differences across groups. The independent variable was the patients’ grade level. The dependent variables were the patients’ agreement with the following survey statements: 1) preferred playing with others; 2) would utilize single use electronic devices if provided; 3) has access to a personal computer; 4) has access to a phone; 5) enjoys playing outside; and 6) playing video games. The following one criterion was found to be statistically significant: 1) Over half (55%) of the pediatric patients reported they “play with video games” (p
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Poster Presentation