TY - JOUR
T1 - Serious Game iDO: Towards Better Education in Dementia Care
AU - Maskeliunas, Rytis
AU - Damaševiˇcius, Robertas
AU - Lethin, Connie
AU - Paulauskas, Andrius
AU - Esposito, Anna
AU - Catena, Mauro
AU - Aschettino, Vincenzo
PY - 2019/11/18
Y1 - 2019/11/18
N2 - 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.
AB - 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.
KW - Assisted living
KW - Dementia care
KW - People with dementia
KW - Caregivers
KW - Information and Communication Technology
KW - Educational game
KW - Serious game
KW - Assisted living
KW - Dementia care
KW - Caregivers
KW - Information and communication technology
KW - Educational game
UR - https://scopus.com/record/display.uri?eid=2-s2.0-85075730899&origin=resultslist&sort=plf-f&src=s&st1
U2 - 10.3390/info10110355
DO - 10.3390/info10110355
M3 - Article
SN - 2078-2489
VL - 10
SP - 1
EP - 15
JO - Information
JF - Information
IS - 11
M1 - 355
ER -