2017
DOI: 10.2196/games.6514
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Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study

Abstract: BackgroundThe field of serious games for people with dementia (PwD) is mostly driven by game-design principals typically applied to games created by and for younger individuals. Little has been done developing serious games to help PwD maintain cognition and to support functionality.ObjectivesWe aimed to create a theory-based serious game for PwD, with input from a multi-disciplinary team familiar with aging, dementia, and gaming theory, as well as direct input from end users (the iterative process). Targeting… Show more

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Cited by 38 publications
(42 citation statements)
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“…Despite the existence of several efforts aimed at providing recommendations to develop SGs [ 48 - 50 ], there is still a lack of usability studies that aim to understand how people with dementia interact and accept different types of technologies to perform specific tasks [ 51 , 52 ]. Although elderly individuals are capable of learning and handling new technologies [ 53 ], using novel technology can lead to anxious behaviors among elderly populations [ 54 ] or lead to undesirable side effects, such as cybersickness [ 55 ] and fatigue [ 28 ].…”
Section: Introductionmentioning
confidence: 99%
“…Despite the existence of several efforts aimed at providing recommendations to develop SGs [ 48 - 50 ], there is still a lack of usability studies that aim to understand how people with dementia interact and accept different types of technologies to perform specific tasks [ 51 , 52 ]. Although elderly individuals are capable of learning and handling new technologies [ 53 ], using novel technology can lead to anxious behaviors among elderly populations [ 54 ] or lead to undesirable side effects, such as cybersickness [ 55 ] and fatigue [ 28 ].…”
Section: Introductionmentioning
confidence: 99%
“…In our original study, we presented MBW, a low cost, easy to deploy serious game, co-designed with and developed especially for PwD. Our major goal was to bridge the transfer gap between "game designers" practice and knowledge and neuro-psychosocial scientific knowledge of aging and dementia (Tziraki et al, 2017). The overall aim of our gaming approach was to facilitate people with moderate and advanced dementia to arrive at an increased sense of self efficacy, which, according to recent research in neuropsychology, directly contributes to psychological, cognitive, and physical health, and thus serves as a key enabler in augmenting and prolonging functionality (Choi and Twamley, 2013).…”
Section: The Current Study: Can Pwd Engage Emotionally and Socially Wmentioning
confidence: 99%
“…Users are asked to sort, find, drag, and move items on a tablet, using the simple and easy to use qualities of a touch screen. The original study (Tziraki et al, 2017) was designed to answer the following questions: (1) Are serious computer games acceptable, accessible and engaging for people with moderate and advanced dementia? (2) Are people with moderate and advanced dementia able to use a tablet?…”
Section: The Current Study: Can Pwd Engage Emotionally and Socially Wmentioning
confidence: 99%
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