Using Games as an Effective Intervention for Supporting Families Living with Dementia
DOI:
https://doi.org/10.4108/eetpht.9.3365Keywords:
Experimental Games, Dementia, Mental Health, Healthcare TechnologyAbstract
This paper explores the role of games in supporting dementia family caregivers during the pre- and early stages of the disease. It provides a comprehensive review of existing studies that focus on support mechanisms for both dementia patients and their caregivers, with a specific emphasis on games designed for this purpose.
This paper outlines a research study conducted in two experiments. The first experiment involved conducting separate focus groups to explore how technology can assist older adults during the COVID-19 pandemic and its aftermath. Group A consisted of 9 participants from the UK, while Group B comprised 8 participants from Taiwan. The aim was to gather insights and perspectives from different cultural contexts. The second experiment of the study involved testing games with dementia family caregivers to assess their effectiveness and identify areas for refinement and improvement. A total of 20 participants took part in this experiment. By conducting focus groups and game testing with participants from different regions, this research aimed to gather diverse perspectives and insights, enhancing the validity and applicability of the findings.
The findings of this project extend beyond the scope of dementia care and have implications for addressing various long-term health conditions. Games platforms have the potential to serve as effective tools for supporting communities that provide care for individuals with dementia. They offer opportunities for promoting self-understanding, accessing relevant resources, and facilitating informed decision-making within the context of health journeys.
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