2018
DOI: 10.4017/gt.2018.17.1.001.00
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Feasibility and effects of serious games for people with dementia: A systematic review and recommendations for future research

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Cited by 19 publications
(18 citation statements)
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“…This intervention, for example, may consist of medicine optimisation, and physical exercise such as balance strength and walking training (Bauman et al 2016). Many studies have shown that appropriate exercise can modify and significantly delay the primary risk factors for falls, including poor balance and muscle weakness in old people (Schreiber et al 1999;Tárraga et al 2006;Padala et al 2012;Bauman et al 2016;Dietlein et al 2018). They also showed improvement in cognitive and physical function when playing serious games (Larsen et al 2013).…”
Section: Function Abilitymentioning
confidence: 99%
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“…This intervention, for example, may consist of medicine optimisation, and physical exercise such as balance strength and walking training (Bauman et al 2016). Many studies have shown that appropriate exercise can modify and significantly delay the primary risk factors for falls, including poor balance and muscle weakness in old people (Schreiber et al 1999;Tárraga et al 2006;Padala et al 2012;Bauman et al 2016;Dietlein et al 2018). They also showed improvement in cognitive and physical function when playing serious games (Larsen et al 2013).…”
Section: Function Abilitymentioning
confidence: 99%
“…But it is well known that the motivation to engage in such physical activity becomes reduced when people get older whether it is playful or not. Still, playful activity programmes for older adults may have beneficial effects: reported results include improvement in well-being and balance, and lead to social and emotional benefits, (e.g., social interaction, increased self-esteem, positive emotions) (McLaughlin et al 2012;Larsen et al 2013;Boot et al 2016;Edwards et al 2016;Kaufman et al 2016;Dietlein et al 2018).…”
Section: Playful Exercisementioning
confidence: 99%
“…-Social inclusion and communication: technologies that aim to enable older people to communicate and interact with others, like family members and friends, in order to maintain their social life and thus improve their well-being [17]; -Psychosocial factors of human-technology interaction and usage: some socio-economic and psychological aspects are relevant for understanding how different profiles of older people interact with and use technologies [18]; -Telemedicine, telehealth and telecare: in order to enable a continuous monitoring of eventual health problems and long-term conditions, typical of older age, remote services offered by healthcare organizations could widen the possibility for older people to access appropriate care and thus improve their health status and clinical outcomes [19]; -Entertainment and media: serious games and smart objects at home could facilitate the daily living of older people by enabling alternative commands for home management or being engaged in proper physical or mental training [20,21]; -Sensing and interacting: sensors installed at home represent a great opportunity for the monitoring of older people's activities and behaviors, as well as the detection of sudden risks or accidents [22]. Such information, when appropriately treated, could be notified to eventual family caregivers or care services for immediate intervention when a problem occurs.…”
Section: Introductionmentioning
confidence: 99%
“…It provides the option of experiencing and training real-life activities in a virtual environment for people who may no longer be able to engage in such real-life activities due to cognitive and/or physical impairment. A systematic review addressed the scope of SG used with PwD as well as their feasibility and effectiveness (17). Regarding the scope, a great variety of SG interventions was reported.…”
Section: Introductionmentioning
confidence: 99%
“…Feasibility analysis also revealed that PwD enjoyed playing SG, especially when they were conducted in groups. With this social interaction and communication between players were fostered (17).…”
Section: Introductionmentioning
confidence: 99%