Serious Game iDO: Towards Better Education in Dementia Care

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 ski...

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Main Authors: Rytis Maskeliūnas, Robertas Damaševičius, Connie Lethin, Andrius Paulauskas, Anna Esposito, Mauro Catena, Vincenzo Aschettino
Format: Article
Language:English
Published: MDPI AG 2019-11-01
Series:Information
Subjects:
Online Access:https://www.mdpi.com/2078-2489/10/11/355
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spelling doaj-eca2072c0ed6447490a66a6177da924c2020-11-25T01:33:25ZengMDPI AGInformation2078-24892019-11-01101135510.3390/info10110355info10110355Serious Game iDO: Towards Better Education in Dementia CareRytis Maskeliūnas0Robertas Damaševičius1Connie Lethin2Andrius Paulauskas3Anna Esposito4Mauro Catena5Vincenzo Aschettino6Institute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, PolandInstitute of Mathematics, Silesian University of Technology, Kaszubska 23, 44-100 Gliwice, PolandDepartment of Health Sciences, Faculty of Medicine, Lund University, SE-221 00 Lund, SwedenFaculty of Informatics, Kaunas University of Technology, Studentų 50, 51368 Kaunas, LithuaniaUniversità Vanvitelli, Dipartimento di Psicologia; Viale Ellittico, 31-81100 Caserta, ItalyTech4Care, Via Guglielmo Marconi, 31, 60015 Falconara Marittima AN, ItalyTech4Care, Via Guglielmo Marconi, 31, 60015 Falconara Marittima AN, ItalyWe 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 (<i>n</i> = 48) and seniors with early signs of dementia (<i>n</i> = 14) in Lithuania measured with the Geriatric Depression Scale (GDS) and Dementia Attitudes Scale (DAS). The caregivers&#8217; GDS scores showed a decrease in negative answers from 13.4% (pre-game survey) to 5.2% (post-game survey). The seniors&#8217; 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 (<i>p</i> &lt; 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.https://www.mdpi.com/2078-2489/10/11/355assisted livingdementia carepeople with dementiacaregiversinformation and communication technologyeducational gameserious game
collection DOAJ
language English
format Article
sources DOAJ
author Rytis Maskeliūnas
Robertas Damaševičius
Connie Lethin
Andrius Paulauskas
Anna Esposito
Mauro Catena
Vincenzo Aschettino
spellingShingle Rytis Maskeliūnas
Robertas Damaševičius
Connie Lethin
Andrius Paulauskas
Anna Esposito
Mauro Catena
Vincenzo Aschettino
Serious Game iDO: Towards Better Education in Dementia Care
Information
assisted living
dementia care
people with dementia
caregivers
information and communication technology
educational game
serious game
author_facet Rytis Maskeliūnas
Robertas Damaševičius
Connie Lethin
Andrius Paulauskas
Anna Esposito
Mauro Catena
Vincenzo Aschettino
author_sort Rytis Maskeliūnas
title Serious Game iDO: Towards Better Education in Dementia Care
title_short Serious Game iDO: Towards Better Education in Dementia Care
title_full Serious Game iDO: Towards Better Education in Dementia Care
title_fullStr Serious Game iDO: Towards Better Education in Dementia Care
title_full_unstemmed Serious Game iDO: Towards Better Education in Dementia Care
title_sort serious game ido: towards better education in dementia care
publisher MDPI AG
series Information
issn 2078-2489
publishDate 2019-11-01
description 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 (<i>n</i> = 48) and seniors with early signs of dementia (<i>n</i> = 14) in Lithuania measured with the Geriatric Depression Scale (GDS) and Dementia Attitudes Scale (DAS). The caregivers&#8217; GDS scores showed a decrease in negative answers from 13.4% (pre-game survey) to 5.2% (post-game survey). The seniors&#8217; 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 (<i>p</i> &lt; 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.
topic assisted living
dementia care
people with dementia
caregivers
information and communication technology
educational game
serious game
url https://www.mdpi.com/2078-2489/10/11/355
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