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Serious Game iDO: Towards Better Education in Dementia Care

Maskeliunas, Rytis ; Damaševiˇcius, Robertas ; Lethin, Connie LU orcid ; Paulauskas, Andrius ; Esposito, Anna ; Catena, Mauro and Aschettino, Vincenzo (2019) In Information 10(11). p.1-15
Abstract
We describe the iDO serious game developed during implementation of the Innovative Digital Training Opportunities on Dementia for Direct Care Workers (IDO) project. The project targets formal and informal caregivers of persons with dementia in order to improve caregiver knowledge and competences skills with a non-traditional source of training. This paper describes the steps faced to define the iDO caregiver behavior improvement model, design of game mechanics, development of game art and game characters, and implementation of gameplay. Furthermore, it aimed to assess the direct impact of the game on caregivers (n = 48) and seniors with early signs of dementia (n = 14) in Lithuania measured with the Geriatric Depression Scale (GDS) and... (More)
We describe the iDO serious game developed during implementation of the Innovative Digital Training Opportunities on Dementia for Direct Care Workers (IDO) project. The project targets formal and informal caregivers of persons with dementia in order to improve caregiver knowledge and competences skills with a non-traditional source of training. This paper describes the steps faced to define the iDO caregiver behavior improvement model, design of game mechanics, development of game art and game characters, and implementation of gameplay. Furthermore, it aimed to assess the direct impact of the game on caregivers (n = 48) and seniors with early signs of dementia (n = 14) in Lithuania measured with the Geriatric Depression Scale (GDS) and Dementia Attitudes Scale (DAS). The caregivers’ GDS scores showed a decrease in negative answers from 13.4% (pre-game survey) to 5.2% (post-game survey). The seniors’ GDS scores showed a decrease in negative answers from 24.9% (pre-game survey) to 10.9% (post-game survey). The overall DAS scores increased from 6.07 in the pre-game survey to 6.41 in the post-game survey, statistically significant for both caregivers and seniors (p < 0.001), respectively. We conclude that the game aroused positive moods and attitudes for future caregivers of persons with dementia, indicating a more relaxed status and a decreased fear in accomplishing the caring process. (Less)
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author
; ; ; ; ; and
organization
publishing date
type
Contribution to journal
publication status
published
subject
keywords
Assisted living, Dementia care, People with dementia, Caregivers, Information and Communication Technology, Educational game, Serious game, Assisted living, Dementia care, Caregivers, Information and communication technology, Educational game
in
Information
volume
10
issue
11
article number
355
pages
15 pages
publisher
MDPI AG
external identifiers
  • scopus:85075730899
ISSN
2078-2489
DOI
10.3390/info10110355
project
iDO - Innovative Digital Training Opportunities on Dementia for Direct Care Workers
language
English
LU publication?
yes
id
5a215020-05e3-4783-8dbd-328c609a05d5
date added to LUP
2019-11-18 09:28:20
date last changed
2022-04-18 18:45:57
@article{5a215020-05e3-4783-8dbd-328c609a05d5,
  abstract     = {{We describe the iDO serious game developed during implementation of the Innovative Digital Training Opportunities on Dementia for Direct Care Workers (IDO) project. The project targets formal and informal caregivers of persons with dementia in order to improve caregiver knowledge and competences skills with a non-traditional source of training. This paper describes the steps faced to define the iDO caregiver behavior improvement model, design of game mechanics, development of game art and game characters, and implementation of gameplay. Furthermore, it aimed to assess the direct impact of the game on caregivers (n = 48) and seniors with early signs of dementia (n = 14) in Lithuania measured with the Geriatric Depression Scale (GDS) and Dementia Attitudes Scale (DAS). The caregivers’ GDS scores showed a decrease in negative answers from 13.4% (pre-game survey) to 5.2% (post-game survey). The seniors’ GDS scores showed a decrease in negative answers from 24.9% (pre-game survey) to 10.9% (post-game survey). The overall DAS scores increased from 6.07 in the pre-game survey to 6.41 in the post-game survey, statistically significant for both caregivers and seniors (p &lt; 0.001), respectively. We conclude that the game aroused positive moods and attitudes for future caregivers of persons with dementia, indicating a more relaxed status and a decreased fear in accomplishing the caring process.}},
  author       = {{Maskeliunas, Rytis and Damaševiˇcius, Robertas and Lethin, Connie and Paulauskas, Andrius and Esposito, Anna and Catena, Mauro and Aschettino, Vincenzo}},
  issn         = {{2078-2489}},
  keywords     = {{Assisted living; Dementia care; People with dementia; Caregivers; Information and Communication Technology; Educational game; Serious game; Assisted living; Dementia care; Caregivers; Information and communication technology; Educational game}},
  language     = {{eng}},
  month        = {{11}},
  number       = {{11}},
  pages        = {{1--15}},
  publisher    = {{MDPI AG}},
  series       = {{Information}},
  title        = {{Serious Game iDO: Towards Better Education in Dementia Care}},
  url          = {{http://dx.doi.org/10.3390/info10110355}},
  doi          = {{10.3390/info10110355}},
  volume       = {{10}},
  year         = {{2019}},
}