2014
DOI: 10.17083/ijsg.v1i4.36
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Investigating the Potential market of a Serious Game for Training of Alzheimer’s Caregivers in a Northern Spain region

Abstract: Gamification can help training people with Alzheimer and their caregivers. In this paper are shown the benefits of gamification for this group of people and the technical and social feasibility of launching a game on the market. A Use Case in the north of Spain has been selected.A deep study about the state of the art in gamification and dementia aimed at training caregivers and families has been made but no available game have been reached out. For early states of analysing the technical and social feasibilit… Show more

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Cited by 6 publications
(6 citation statements)
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“…The origins of the modern concept lie in the work of Clark A Abt who sought to improve education through the use of games that 'have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement ' (1970: 9). Such games have been recently developed to educate and inform audiences on a startlingly diverse range of issues including, but not limited to, climate change policy (Castronova and Knowles, 2015), infrastructure management (Mayer and Bekebrede, 2006), Alzheimer's care provision (Arambarri et al, 2014), and the promotion of cross-cultural awareness (Nyman Gomez and Berg Marklund, 2018).…”
Section: The 'Artivist' Potential Of Serious Gamesmentioning
confidence: 99%
“…The origins of the modern concept lie in the work of Clark A Abt who sought to improve education through the use of games that 'have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement ' (1970: 9). Such games have been recently developed to educate and inform audiences on a startlingly diverse range of issues including, but not limited to, climate change policy (Castronova and Knowles, 2015), infrastructure management (Mayer and Bekebrede, 2006), Alzheimer's care provision (Arambarri et al, 2014), and the promotion of cross-cultural awareness (Nyman Gomez and Berg Marklund, 2018).…”
Section: The 'Artivist' Potential Of Serious Gamesmentioning
confidence: 99%
“…There are several available games in the market, which aim neurocognitive stimulation [23,24]. These, however, are not specifically developed to target a certain population and, in most cases, are not supported by robust studies on ecological validity.…”
Section: State Of the Artmentioning
confidence: 99%
“…Serious games applied to medical or health-related purposes are growing fast in numbers and in types of application [4][5][6].…”
Section: Journal Of Community Medicine and Health Educationmentioning
confidence: 99%