Impact of Group-Based Digital Gaming Intervention Among Individuals Living with Early to Moderate Dementia
2024

Impact of Group-Based Digital Gaming Intervention for Dementia

Sample size: 24 publication Evidence: low

Author Information

Author(s): Inoue Megumi, Hand Michelle, Koizumi Naoru, Chen Limei, Booker Emma

Primary Institution: George Mason University

Hypothesis

Can a group-based digital gaming intervention slow the progression of dementia and improve mood and behaviors in individuals with early to moderate dementia?

Conclusion

The gaming intervention did not show significant changes in cognitive function, mood, or behaviors among participants.

Supporting Evidence

  • The average scores of the Montreal Cognitive Assessment (MoCA) showed no significant progression of dementia.
  • Participants reported that the intervention was fun and engaging.
  • Qualitative observations indicated higher engagement levels in early-stage dementia participants compared to those with moderate-stage dementia.

Takeaway

This study tested a fun game for people with dementia, but it didn't help them get better or feel different.

Methodology

A mixed methods approach with a pre-post design was used to assess the effects of the gaming intervention over 20 weeks.

Limitations

The study did not find significant changes in cognitive function or mood, which may limit the perceived effectiveness of the intervention.

Participant Demographics

Participants were individuals living with early to moderate dementia, with varying levels of engagement in the intervention.

Digital Object Identifier (DOI)

10.1093/geroni/igae098.0930

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