Facilitating collaboration and social experiences with videogames in dementia: Results and implications from a participatory design case study

被引:21
作者
Unbehaun D. [1 ]
Aal K. [1 ]
Vaziri D.D. [2 ]
Wieching R. [1 ]
Tolmie P. [1 ]
Wulf V. [1 ]
机构
[1] University of Applied Sciences, Bonn-Rhein-Sieg
关键词
Dementia; Exergame; ICT; Participatory Design; Qualitative Research; Videogame;
D O I
10.1145/3274444
中图分类号
学科分类号
摘要
The prevalence of dementia and the need for associated forms of care is increasing rapidly. Information and communication technologies (ICT) have the potential to support collaboration and cooperation between people with dementia and their caregivers and to promote the independence, wellbeing and quality of life of all parties involved. In this context, we investigated the potential for an ICT-based videogame system to generate and facilitate social experiences for people with dementia and their caregivers. 26 people with dementia and their caregivers participated in a 16-month participatory design case study. The results suggest that collaboration and cooperation amongst the parties involved was increased by using the system. The study also revealed both positive and negative social experiences triggered by the videogame-based system. This article will report on these results and consider their implications for the future design of similar systems and their potential to further encourage collaboration and cooperation amongst people with dementia and their caregivers. Copyright is held by the owner/author(s).
引用
收藏
相关论文
共 47 条
[1]  
Lau W.-Y.A., Shyu Y.-I.L., Lin L.-C., Yang P.-S., Institutionalized elders with dementia: Collaboration between family caregivers and nursing home staff in Taiwan: Collaboration between family and nursing home staff, Journal of Clinical Nursing, 17, 4, pp. 482-490, (2008)
[2]  
Allan K., Killick J., Communicating with people with dementia, Supportive Care for The Person with Dementia, pp. 217-225, (2010)
[3]  
Baranowski T., Buday R., Thompson D., Lyons E.J., Lu A.S., Baranowski J., Developing Games for Health Behavior Change: Getting Started, Games for Health Journal, 2, 4, pp. 183-190, (2013)
[4]  
Boulay M., Benveniste S., Boespflug S., Jouvelot P., Rigaud A.-S., A pilot usability study of MINWii: A music therapy game for demented patients, Technology and Health Care, 19, 4, pp. 233-246, (2011)
[5]  
Bowers B.J., Family Perceptions of Care in a Nursing Home, Gerontologist, 28, 3, pp. 361-368, (1988)
[6]  
Brataas H.V., Bjugan H., Wille T., Hellzen O., Experiences of day care and collaboration among people with mild dementia: Care and collaboration among people with mild dementia, Journal of Clinical Nursing, 19, 19-20, pp. 2839-2848, (2010)
[7]  
Braun V., Clarke V., Using thematic analysis in psychology, Qualitative Research in Psychology, 3, 2, pp. 77-101, (2006)
[8]  
Chassioti W., Understanding and Defining Care Dependency from A Transnational Perspective: Problems and Criticism of The Concept of Care Dependency and Proposals for Solutions, (2014)
[9]  
Colcombe S., Kramer A.F., Fitness effects on the cognitive function of older adults: A meta-analytic study, Psychological Science, 14, 2, pp. 125-130, (2003)
[10]  
Coon D.W., Evans B., Empirically based treatments for family caregiver distress: What works and where do we go from here?, Geriatric Nursing, 30, 6, pp. 426-436, (2009)