Impact of Group-Based Digital Gaming Intervention for Dementia
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)
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