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Open AccessFeature PaperArticle

Serious Game iDO: Towards Better Education in Dementia Care

1
Institute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, Poland
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Faculty of Informatics, Kaunas University of Technology, Studentų 50, 51368 Kaunas, Lithuania
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Department of Health Sciences, Faculty of Medicine, Lund University, SE-221 00 Lund, Sweden
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Clinical Memory Research Unit, Department of Clinical Sciences, Lund University, SE-221 00 Lund, Sweden
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Università Vanvitelli, Dipartimento di Psicologia; Viale Ellittico, 31-81100 Caserta, Italy
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Tech4Care, Via Guglielmo Marconi, 31, 60015 Falconara Marittima AN, Italy
*
Author to whom correspondence should be addressed.
Information 2019, 10(11), 355; https://doi.org/10.3390/info10110355
Received: 8 October 2019 / Revised: 13 November 2019 / Accepted: 16 November 2019 / Published: 18 November 2019
(This article belongs to the Special Issue Advances in Mobile Gaming and Games-based Leaning)
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. View Full-Text
Keywords: assisted living; dementia care; people with dementia; caregivers; information and communication technology; educational game; serious game assisted living; dementia care; people with dementia; caregivers; information and communication technology; educational game; serious game
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Maskeliūnas, R.; Damaševičius, R.; Lethin, C.; Paulauskas, A.; Esposito, A.; Catena, M.; Aschettino, V. Serious Game iDO: Towards Better Education in Dementia Care. Information 2019, 10, 355.

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