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Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia

Background: Off-the-shelf digital gaming technology has been shown to support the well-being of people with dementia. Yet, to date, it is rarely adopted within dementia care practice, particularly within care homes. Drawing on a descriptive, qualitative approach, this is the first study that has sou...

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Autores principales: Hicks, Ben, Karim, Anomita, Jones, Erin, Burgin, Malcolm, Cutler, Clare, Tang, Wen, Thomas, Sarah, Nyman, Samuel R
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9237851/
https://www.ncbi.nlm.nih.gov/pubmed/35427198
http://dx.doi.org/10.1177/14713012221085229
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author Hicks, Ben
Karim, Anomita
Jones, Erin
Burgin, Malcolm
Cutler, Clare
Tang, Wen
Thomas, Sarah
Nyman, Samuel R
author_facet Hicks, Ben
Karim, Anomita
Jones, Erin
Burgin, Malcolm
Cutler, Clare
Tang, Wen
Thomas, Sarah
Nyman, Samuel R
author_sort Hicks, Ben
collection PubMed
description Background: Off-the-shelf digital gaming technology has been shown to support the well-being of people with dementia. Yet, to date, it is rarely adopted within dementia care practice, particularly within care homes. Drawing on a descriptive, qualitative approach, this is the first study that has sought to explore care home practitioners’ perceptions of the barriers and facilitators for using gaming technology within their workplace. Method: Data were collected across eight focus groups in the south of England with a total of 39 care home workers. These were analysed inductively following the 6-stage thematic process as outlined by Braun and Clarke (2006). Findings: Three themes, constructed from the data suggested, the care environment, staff knowledge and skills for inclusive gaming, and staff perceptions about capabilities (their own and those of people with dementia) inhibited or facilitated the use of gaming technology in care homes. The findings were interpreted through a combination of the Capability, Opportunity, Motivation and Behaviour model and the Theoretical Domains Framework to provide theory-based insights into the mechanisms for supporting behaviour change and implementation within the care home context. Conclusions: We argue for the need to target wider institutional barriers alongside providing inclusive training for care staff on incorporating gaming technology within their person-centred care approaches. Through these mechanisms, they can be provided with the capabilities, opportunities and motivation to integrate gaming technology within their practice, and thus facilitate the process of culture change within care homes.
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spelling pubmed-92378512022-06-29 Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia Hicks, Ben Karim, Anomita Jones, Erin Burgin, Malcolm Cutler, Clare Tang, Wen Thomas, Sarah Nyman, Samuel R Dementia (London) Article Background: Off-the-shelf digital gaming technology has been shown to support the well-being of people with dementia. Yet, to date, it is rarely adopted within dementia care practice, particularly within care homes. Drawing on a descriptive, qualitative approach, this is the first study that has sought to explore care home practitioners’ perceptions of the barriers and facilitators for using gaming technology within their workplace. Method: Data were collected across eight focus groups in the south of England with a total of 39 care home workers. These were analysed inductively following the 6-stage thematic process as outlined by Braun and Clarke (2006). Findings: Three themes, constructed from the data suggested, the care environment, staff knowledge and skills for inclusive gaming, and staff perceptions about capabilities (their own and those of people with dementia) inhibited or facilitated the use of gaming technology in care homes. The findings were interpreted through a combination of the Capability, Opportunity, Motivation and Behaviour model and the Theoretical Domains Framework to provide theory-based insights into the mechanisms for supporting behaviour change and implementation within the care home context. Conclusions: We argue for the need to target wider institutional barriers alongside providing inclusive training for care staff on incorporating gaming technology within their person-centred care approaches. Through these mechanisms, they can be provided with the capabilities, opportunities and motivation to integrate gaming technology within their practice, and thus facilitate the process of culture change within care homes. SAGE Publications 2022-04-15 2022-07 /pmc/articles/PMC9237851/ /pubmed/35427198 http://dx.doi.org/10.1177/14713012221085229 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Article
Hicks, Ben
Karim, Anomita
Jones, Erin
Burgin, Malcolm
Cutler, Clare
Tang, Wen
Thomas, Sarah
Nyman, Samuel R
Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia
title Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia
title_full Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia
title_fullStr Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia
title_full_unstemmed Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia
title_short Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia
title_sort care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9237851/
https://www.ncbi.nlm.nih.gov/pubmed/35427198
http://dx.doi.org/10.1177/14713012221085229
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