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SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia

The dementia epidemic continues to affect families across Canada. The number of persons living with dementia (PLWD) is projected to reach 1.1 million over the next 20 years, placing further financial and resource constraints on the Canadian healthcare system. Caregiver education is vital in ensuring...

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Autores principales: Appel, Lora, Peisachovich, Eva, Sinclair, Don, Jokel, Regina, Da Silva, Celina
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Cureus 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7015112/
https://www.ncbi.nlm.nih.gov/pubmed/32076588
http://dx.doi.org/10.7759/cureus.6949
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author Appel, Lora
Peisachovich, Eva
Sinclair, Don
Jokel, Regina
Da Silva, Celina
author_facet Appel, Lora
Peisachovich, Eva
Sinclair, Don
Jokel, Regina
Da Silva, Celina
author_sort Appel, Lora
collection PubMed
description The dementia epidemic continues to affect families across Canada. The number of persons living with dementia (PLWD) is projected to reach 1.1 million over the next 20 years, placing further financial and resource constraints on the Canadian healthcare system. Caregiver education is vital in ensuring the quality of life and safety for PLWD and can increase the time they are able to live at home, which is correlated with positive outcomes for both PLWD and their caregivers, and a reduction in system costs. However, current educational support often requires individuals to travel to local, urban service care centers and educational content is often provided in English, which can exacerbate the difficulties faced by marginalized caregivers (e.g., immigrants and those living in rural settings) who are caring for PLWD.  To address this issue, a team of researchers developed a serious game called “SafeHome” that teaches safety strategies by having players identify and rectify potential hazards in the home setting that may negatively impact on PLWD outcomes, such as falls. A usability study was conducted using an adapted, validated questionnaire and semi-structured focus groups to better understand users’ experience and obtain suggestions for the SafeHome serious game improvement. Results indicated that 80% of the participants were satisfied with the activities provided through SafeHome. All participants (n = 13) made recommendations for improving the usability, functionality, and comprehensiveness of the educational content. This feedback will inform future iterations of SafeHome and add valuable contributions to the growing literature on innovative e-learning resources that support PLWD and their caregivers.
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spelling pubmed-70151122020-02-19 SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia Appel, Lora Peisachovich, Eva Sinclair, Don Jokel, Regina Da Silva, Celina Cureus Public Health The dementia epidemic continues to affect families across Canada. The number of persons living with dementia (PLWD) is projected to reach 1.1 million over the next 20 years, placing further financial and resource constraints on the Canadian healthcare system. Caregiver education is vital in ensuring the quality of life and safety for PLWD and can increase the time they are able to live at home, which is correlated with positive outcomes for both PLWD and their caregivers, and a reduction in system costs. However, current educational support often requires individuals to travel to local, urban service care centers and educational content is often provided in English, which can exacerbate the difficulties faced by marginalized caregivers (e.g., immigrants and those living in rural settings) who are caring for PLWD.  To address this issue, a team of researchers developed a serious game called “SafeHome” that teaches safety strategies by having players identify and rectify potential hazards in the home setting that may negatively impact on PLWD outcomes, such as falls. A usability study was conducted using an adapted, validated questionnaire and semi-structured focus groups to better understand users’ experience and obtain suggestions for the SafeHome serious game improvement. Results indicated that 80% of the participants were satisfied with the activities provided through SafeHome. All participants (n = 13) made recommendations for improving the usability, functionality, and comprehensiveness of the educational content. This feedback will inform future iterations of SafeHome and add valuable contributions to the growing literature on innovative e-learning resources that support PLWD and their caregivers. Cureus 2020-02-11 /pmc/articles/PMC7015112/ /pubmed/32076588 http://dx.doi.org/10.7759/cureus.6949 Text en Copyright © 2020, Appel et al. http://creativecommons.org/licenses/by/3.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
spellingShingle Public Health
Appel, Lora
Peisachovich, Eva
Sinclair, Don
Jokel, Regina
Da Silva, Celina
SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia
title SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia
title_full SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia
title_fullStr SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia
title_full_unstemmed SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia
title_short SafeHome: A Serious Game to Promote Safe Environments for Persons Living with Dementia
title_sort safehome: a serious game to promote safe environments for persons living with dementia
topic Public Health
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7015112/
https://www.ncbi.nlm.nih.gov/pubmed/32076588
http://dx.doi.org/10.7759/cureus.6949
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