Literature DB >> 27370267

[Technique-based game for daycare visitors with and without dementia : Effects, heuristics and correlates].

S Ehret1, F Putze2, H Miller-Teynor3, A Kruse3, T Schultz4.   

Abstract

BACKGROUND: Playing of old people with or without dementia have not yet been substantially investigated.
OBJECTIVE: This study deals with the acceptance and impact of a tablet-based memory game, which was played on a weekly or semiweekly basis by visitors in two daycare units.
MATERIAL AND METHODS: Within the framework of focus groups the technical system was adapted for elderly users. The video-assisted data at the level of the game and the dynamics were investigated with respect to interaction and communication.
RESULTS: The analysis of psychological observation forms and game protocols, which were conducted over a period of 3 months, indicated different effects of the game on psychosocial and cognitive activation. The individual memory cards in particular served as an intensification of communication and a stimulation of episodic memory. Finally, with video analysis during the whole game setting three theoretical relationship patterns of the spheres playing and speech could be depicted.
CONCLUSION: Coherence, separation and incoherence of playing and speech are different forms of interaction in which individual and collaborative competences of people with and without dementia can be visualized. Furthermore, the study provides evidence for the cultural theory of playing by Huizinga.

Entities:  

Keywords:  Communication; Culture; Memory; Narration; Psychological adaptation; User-Computer-Interface

Mesh:

Year:  2016        PMID: 27370267     DOI: 10.1007/s00391-016-1093-2

Source DB:  PubMed          Journal:  Z Gerontol Geriatr        ISSN: 0948-6704            Impact factor:   1.281


  9 in total

Review 1.  [Development of laughter and humour throughout the lifespan].

Authors:  I Falkenberg
Journal:  Z Gerontol Geriatr       Date:  2009-12-25       Impact factor: 1.281

2.  Computer-based, personalized cognitive training versus classical computer games: a randomized double-blind prospective trial of cognitive stimulation.

Authors:  Chava Peretz; Amos D Korczyn; Evelyn Shatil; Vered Aharonson; Smadar Birnboim; Nir Giladi
Journal:  Neuroepidemiology       Date:  2011-02-10       Impact factor: 3.282

3.  Benefits of computer-based memory and attention training in healthy older adults.

Authors:  Caroline Chambon; Cathy Herrera; Patricia Romaiguere; Véronique Paban; Béatrice Alescio-Lautier
Journal:  Psychol Aging       Date:  2014-09

4.  [Tablet computers and their benefits for nursing home residents with dementia: Results of a qualitative pilot study].

Authors:  Johanna Nordheim; Sabine Hamm; Adelheid Kuhlmey; Ralf Suhr
Journal:  Z Gerontol Geriatr       Date:  2014-12-19       Impact factor: 1.281

Review 5.  Episodic memories.

Authors:  Martin A Conway
Journal:  Neuropsychologia       Date:  2009-02-11       Impact factor: 3.139

6.  Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty.

Authors:  Philippe H Robert; Alexandra König; Hélene Amieva; Sandrine Andrieu; François Bremond; Roger Bullock; Mathieu Ceccaldi; Bruno Dubois; Serge Gauthier; Paul-Ariel Kenigsberg; Stéphane Nave; Jean M Orgogozo; Julie Piano; Michel Benoit; Jacques Touchon; Bruno Vellas; Jerome Yesavage; Valeria Manera
Journal:  Front Aging Neurosci       Date:  2014-03-24       Impact factor: 5.750

7.  Game-based cognitive training for the aging brain.

Authors:  Julia Karbach
Journal:  Front Psychol       Date:  2014-09-29

8.  Training Older Adults to Use Tablet Computers: Does It Enhance Cognitive Function?

Authors:  Micaela Y Chan; Sara Haber; Linda M Drew; Denise C Park
Journal:  Gerontologist       Date:  2014-06-13

Review 9.  Computerized cognitive training with older adults: a systematic review.

Authors:  Alexandra M Kueider; Jeanine M Parisi; Alden L Gross; George W Rebok
Journal:  PLoS One       Date:  2012-07-11       Impact factor: 3.240

  9 in total

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