What impact has your innovation had to date? Exactly who are the beneficiaries of your innovation?
A short survey was created to asses different aspects of the game. Twenty responses were obtained from different sources. These sources included 2 groups of college aged men and women attending minority health seminars, peer students working on other Second Life projects, and a group of senior computer science students, all of whom had played the game. The survey revealed many positive findings. When asked how much was learned from the game on a scale of 1 to 5, one being the lowest and 5 being the highest, 65% respondents reported a 4 or 5, and 94% answered with a 3, 4, or 5. This gives a good indication that almost everyone took something away from the game and the majority of people learned quite a bit from the game. Because the game is free and publicly accessible, many people have already benefited from this game and will continue to benefit from it. Anyone who is aware of the game and wishes to play it may obtain a Second Life account and play the game.
How many people have you served directly?
The game is free and publicly accessible, so it is very difficult to determine exactly how many people have been directly served. The game was showcased at two minority health seminars hosted by Ohio University which approximately 35 people attended between the two. The game was also played by a group of 8 high school students visiting Ohio University and several other peer game developers. These people have been directly affected by the game. It is unknown how many people have played the game independently and have thus been directly affected.
How many people have you served indirectly?
A paper written on the game was presented at the Second Life Community Convention in Chicago, Illinois this past August. Approximately 100 people attended the presentation. A video explaining the game was posted on YouTube two months ago and has been viewed over 600 times since.