Cargando…
The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation
The global impact of dementia is a key healthcare priority, and although it is possible to live well with dementia, public perception is often negative. Serious digital games are becoming a credible delivery method to educate/train individuals in the business and health sectors and to challenge perc...
Autores principales: | , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2021
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8500403/ https://www.ncbi.nlm.nih.gov/pubmed/34624040 http://dx.doi.org/10.1371/journal.pone.0257337 |
_version_ | 1784580438554050560 |
---|---|
author | Carter, Gillian Brown Wilson, Christine Mitchell, Gary |
author_facet | Carter, Gillian Brown Wilson, Christine Mitchell, Gary |
author_sort | Carter, Gillian |
collection | PubMed |
description | The global impact of dementia is a key healthcare priority, and although it is possible to live well with dementia, public perception is often negative. Serious digital games are becoming a credible delivery method to educate/train individuals in the business and health sectors and to challenge perceptions. The main objective of the study was to evaluate the effectiveness of a digital game prototype on individual attitudes towards dementia. A digital game to improve public knowledge and understanding about dementia (www.dementiagame.com) was co-designed with people living with dementia and student nurses. The Game was evaluated using a pretest-posttest design. Participants for the evaluation were recruited via social media in one UK university and completed the Approaches to Dementia Questionnaire (ADQ) before and after playing the game. Overall, 457 individuals completed both pre and post test questionnaires. The total ADQ score demonstrated a significant improvement in positive attitudes (p < 0.001), and both subscales of Hope and Recognition of Personhood also saw significant improvements (p < 0.001). The use of a serious digital game has demonstrated a significant effect on the respondents’ perceptions of dementia. Overall, there was a more positive view of the abilities of people with dementia and what their capabilities were. They were also more likely to be recognised as unique individuals with the same values as any other person. The benefit of using digital gaming to improve perceptions of dementia has been demonstrated, nonetheless further research is required to reach a more diverse population and test as a Randomised Control Trial to provide definitive evidence for use in policy and practice. |
format | Online Article Text |
id | pubmed-8500403 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2021 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-85004032021-10-09 The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation Carter, Gillian Brown Wilson, Christine Mitchell, Gary PLoS One Research Article The global impact of dementia is a key healthcare priority, and although it is possible to live well with dementia, public perception is often negative. Serious digital games are becoming a credible delivery method to educate/train individuals in the business and health sectors and to challenge perceptions. The main objective of the study was to evaluate the effectiveness of a digital game prototype on individual attitudes towards dementia. A digital game to improve public knowledge and understanding about dementia (www.dementiagame.com) was co-designed with people living with dementia and student nurses. The Game was evaluated using a pretest-posttest design. Participants for the evaluation were recruited via social media in one UK university and completed the Approaches to Dementia Questionnaire (ADQ) before and after playing the game. Overall, 457 individuals completed both pre and post test questionnaires. The total ADQ score demonstrated a significant improvement in positive attitudes (p < 0.001), and both subscales of Hope and Recognition of Personhood also saw significant improvements (p < 0.001). The use of a serious digital game has demonstrated a significant effect on the respondents’ perceptions of dementia. Overall, there was a more positive view of the abilities of people with dementia and what their capabilities were. They were also more likely to be recognised as unique individuals with the same values as any other person. The benefit of using digital gaming to improve perceptions of dementia has been demonstrated, nonetheless further research is required to reach a more diverse population and test as a Randomised Control Trial to provide definitive evidence for use in policy and practice. Public Library of Science 2021-10-08 /pmc/articles/PMC8500403/ /pubmed/34624040 http://dx.doi.org/10.1371/journal.pone.0257337 Text en © 2021 Carter et al https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Carter, Gillian Brown Wilson, Christine Mitchell, Gary The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation |
title | The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation |
title_full | The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation |
title_fullStr | The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation |
title_full_unstemmed | The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation |
title_short | The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation |
title_sort | effectiveness of a digital game to improve public perception of dementia: a pretest-posttest evaluation |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8500403/ https://www.ncbi.nlm.nih.gov/pubmed/34624040 http://dx.doi.org/10.1371/journal.pone.0257337 |
work_keys_str_mv | AT cartergillian theeffectivenessofadigitalgametoimprovepublicperceptionofdementiaapretestposttestevaluation AT brownwilsonchristine theeffectivenessofadigitalgametoimprovepublicperceptionofdementiaapretestposttestevaluation AT mitchellgary theeffectivenessofadigitalgametoimprovepublicperceptionofdementiaapretestposttestevaluation AT cartergillian effectivenessofadigitalgametoimprovepublicperceptionofdementiaapretestposttestevaluation AT brownwilsonchristine effectivenessofadigitalgametoimprovepublicperceptionofdementiaapretestposttestevaluation AT mitchellgary effectivenessofadigitalgametoimprovepublicperceptionofdementiaapretestposttestevaluation |