People with dementia playing casual games on a tablet.
Objective Preserving clients' quality of life (QoL) has become increasingly important in dementia care. Engagement in pleasant and meaningful activities may influence this QoL. We studied people with dementia's experiences and views of independent tablet games in a practice-based study, conducted at...
| Publicado en: | Gerontechnology Vol. 16; no. 1; pp. 37 - 48 |
|---|---|
| Autores principales: | , , , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
International Society for Gerontechnology
2017
|
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=123675955&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 123675955 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 15691101 904R jtl: Gerontechnology issn: 15691101 maglogo: N pubinfo: dt: 2017 vid: 16 iid: 1 pid: 54298 pub: International Society for Gerontechnology artinfo: ui: 123675955 123675955 123675955 10.4017/gt.2017.16.1.004.00 123675955 ppf: 37 ppct: 11 formats: tig: atl: People with dementia playing casual games on a tablet. aug: au: Groenewoud, Hanny de Lange, Jacomine Schikhof, Yvonne Astell, Arlene Joddrell, Phil Goumans, Marleen affil: Rotterdam University of Applied Sciences, Research Centre Innovations in Care, Rotterdam, The Netherlands sug: subj: Pets Video Games Games Handicrafts Dementia Consent Self Concept Day Care Content Analysis Data Collection Field Notes Case Studies Descriptive Statistics Experimental Studies Qualitative Studies Literature Review Data Analysis Study Design Interviews Adult Scales Male Adult: 19-44 years Male ab: Objective Preserving clients' quality of life (QoL) has become increasingly important in dementia care. Engagement in pleasant and meaningful activities may influence this QoL. We studied people with dementia's experiences and views of independent tablet games in a practice-based study, conducted at two day-care centres and five small-scale living facilities for people with dementia in the city of Rotterdam. Methods The participants were 54 clients (24 men, 30 women; mean age 83 years) who participated in a total of 1 77 game-playing sessions. Ten existing iPad games and three new game prototypes were evaluated. Written informed consent was obtained from the clients or the clients' representatives prior to the study. Data collection included epidemiological and game playing characteristics. Observers took note of the specific game(s) offered, the clients' mood and engagement, and the duration of game playing. Immediately after each participant finished playing, a short 4-question interview was conducted to discover their opinion on the game. The participants' answers were recorded verbatim. Qualitative content analysis was used to explore their experiences and views of the games. Results This study revealed positive experiences related to people's need for achievement, self-esteem, sense of connection and belonging, identity, having something to do, and admiration for the game. Negative experiences included failure (low self-esteem), annoyance and a sense of insecurity. Conclusions This study shows there is potential for people with dementia to play casual games on a tablet as a pleasant and meaningful activity. It is important, however that there is a match between the game, the touchscreen skills of the person with dementia, and their ambitions or interests. It is challenging to find the right game for the right person. An interactive tool to support the choice of the game that is most suitable and a database of dementia-friendly tablet games may support the use of these games by people with dementia, in health care organisations as well as at home. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
|---|