Effect of a Virtual Game, "Name That Band" on Elders' and PharmD Students' Feelings of Social Isolation During COVID-19
dc.contributor.advisor | Campbell, Ashley | |
dc.contributor.advisor | Lee, Jeannie | |
dc.contributor.author | Weygint, Alison | |
dc.contributor.author | Whittington, Brooke | |
dc.date.accessioned | 2023-09-28T02:34:58Z | |
dc.date.available | 2023-09-28T02:34:58Z | |
dc.date.issued | 2022 | |
dc.identifier.uri | http://hdl.handle.net/10150/669857 | |
dc.description | Class of 2022 Abstract, Report and Poster | en_US |
dc.description.abstract | Specific Aims: To determine the effects of playing a virtual game, “Name That Band,” on St. Luke’s Home elders’ and the University of Arizona (UA) Doctor of Pharmacy (PharmD) students’ feelings of social isolation during the COVID-19 pandemic. To compare elders’ and PharmD students’ feelings of social isolation and loneliness pre-pandemic and before and after playing the game together and to assess which factors of the game make them feel more socially engaged. Methods: Questionnaires were administered before and after a virtual game to residents at St. Luke’s Home and PharmD students at the UA R. Ken Coit College of Pharmacy. Participants were asked about their mood before COVID-19 and pre- and post-game, as well as their social interactions and feelings of loneliness using the Modified UCLA Three-Item Loneliness Scale, which assesses a composite score of lack of companionship, feelings of being left out, and isolation. Results: Fifteen elders and eleven students participated in the game (n=26). All participants completed the pre-game survey and 25 completed the post-game survey. The elders reported a decreased total UCLA Loneliness Scale score post-game compared to pre-game (p=0.020). The students reported an increased total UCLA Loneliness Scale score during the pandemic than before COVID-19 (p=0.017). More elders and students felt ‘happy’ post-game compared with before the pandemic and pre-game. Playing a virtual game together helped elders and students feel more socially engaged. Conclusions: Virtual game social interventions decreased feelings of isolation and increased engagement for older adults and PharmD students during the COVID-19 pandemic. | en_US |
dc.language.iso | en_US | en_US |
dc.publisher | The University of Arizona. | en_US |
dc.rights | Copyright © is held by the author. | en_US |
dc.rights.uri | http://rightsstatements.org/vocab/InC/1.0/ | |
dc.subject | Mental Health. | en_US |
dc.subject | Social Interaction | en_US |
dc.subject | Zoom | en_US |
dc.subject | UCLA Loneliness Scale | en_US |
dc.subject | Happiness. | en_US |
dc.subject | Music | en_US |
dc.subject | Pandemic | en_US |
dc.subject | Nursing home | en_US |
dc.title | Effect of a Virtual Game, "Name That Band" on Elders' and PharmD Students' Feelings of Social Isolation During COVID-19 | en_US |
dc.type | Electronic Report | |
dc.type | text | |
dc.contributor.department | College of Pharmacy, The University of Arizona | en_US |
dc.description.collectioninformation | This item is part of the Pharmacy Student Research Projects collection, made available by the College of Pharmacy and the University Libraries at the University of Arizona. For more information about items in this collection, please contact Jennifer Martin, Librarian and Clinical Instructor, Pharmacy Practice and Science, jenmartin@email.arizona.edu. | en_US |
refterms.dateFOA | 2023-09-28T02:35:00Z |