| Literature DB >> 34368634 |
Ioulietta Lazarou1,2, Thanos G Stavropoulos1, Lampros Mpaltadoros1, Spiros Nikolopoulos1, George Koumanakos3, Magda Tsolaki1,4,2, Ioannis Yiannis Kompatsiaris1.
Abstract
BACKGROUND: Mobile Health (mHealth) apps can delay the cognitive decline of people with dementia (PwD), by providing both objective assessment and cognitive enhancement.Entities:
Keywords: Alzheimer’s disease; apps; eHealth; information technologies; mHealth; mild cognitive impairment; remote monitoring; serious games; telemedicine
Year: 2021 PMID: 34368634 PMCID: PMC8293665 DOI: 10.3233/ADR-201001
Source DB: PubMed Journal: J Alzheimers Dis Rep ISSN: 2542-4823
Demographic Characteristics of the HCPs (N = 17), caregivers (N = 16), and patients (N = 15)
| HCPs | Caregivers | Patients | |
| Gender (F:M) | 14:3 | 11:5 | 9:6 |
| Average Age per group | 34.05 | 52.53 | 69.93 |
Fig. 1The three dimensions of HFIAQ as examined in the context of questions for the HCPs, caregivers, and patients.
Question Categories and Numbers in HFIAQ
| Category | Questions |
| Cognitive Enhancement and Brain Games | |
| Medication Reminders | |
| GPS Tracking and Restrictions | |
Fig. 2Types of games preference for each end-user category.
Fig. 3Brain games usefulness for each end-user category.
Fig. 4Brain games feature score for each end-user category.
Fig. 5Percentage regarding the frequency of playing brain games for each end-user category.
Open-ended questions about the brain
| •Daily practice and improvement of patient’s QoL |
| •Offer pleasure, strengthening of cognitive functions, improve communication |
| •Entertainment, memory enhancement |
| •Forestall further cognitive deterioration |
| •Improve particular areas of cognition that are affected |
| •Improvement of mood and behavior |
| •Maintain daily functionality and autonomy |
| •Improve attention |
| •Practices the memory, logic and observation |
| •Increase awareness and personal skills |
| •Have fun |
| •Self - assessment |
| •Better memory performance |
| •Preserve memory capabilities |
| •Gain better knowledge of patient’s health status |
| •Present pictures and then ask patients particular questions |
| •Personalized design based on the patient’s capabilities |
| •Spot differences between two similar images |
| •Increasing level of difficulty |
| •Play sounds to give feedback to the patient |
| •Mark patient’s progress every week |
| •Focus on memory and entertainment |
| •Easy-to-use |
| •Include a lot of colors and nice graphics to attract the interest of the patient |
| •Adapted based on the cognitive level of the user |
| •Present scores and to keep up with the scores on a continuous basis so that clinicians can have a monthly report about patient’s progress |
| •To include an artistic part in order to take advantage of the creative mood or to highlight / evaluate its errors |
| •Adapted to the educational level |
| •Interactive |
| •Reinforcement to increase the desire to achieve the ultimate goal of the game |
| •Easy connectivity to games (without many login procedures, operation and no internet access needed) |
| •Friendly visualization for people with dementia and the elderly |
| •Setting goals and incorporate questions related to memory, attention and observation |
| •An activity that is especially beloved is the orientation to time and events that have happened the same day in the past. A game that could somehow integrate something like this and differentiate daily would be interesting. |
| •Play sounds, include colorful images, capital letters |
| •Interesting exercises |
| •Short and understandable questions |
| •Be creative and easy to use as well as interesting for the patient |
| •Related to the patient’s daily life, e.g., house operation and management of personal issues |
| •To monitor patient’s cognitive status |
| •Have anagram questions, word completions, videos, pictures crossword questions |
| •Pleasant and creative and promote complex thinking |
| •Completion of sentences, Puzzle and assembling pieces, puzzles with pictures, find similarities |
| •Give rewards in case of success |
| •Have the ability to use them without supervision by the caregiver |
| •Logic game |
| •Many pictures and different shapes |
| •Find the differences games |
| •Memory exercises between pictures, sudoku, exercises with reflections |
| •Large screen, quite simple and enjoyable game environment |
| •Levels of increasing difficulty and place scores for each game |
| •Adapted based on the educational and cognitive level |
| •Team games of people with a relatively similar level of cognitive impairment |
| •Big letters and available on touch screen |
| •Available for touch screens including the amplifying sounds |
| •Opposites and synonyms as well as name animal or thing |
| •Simple questions and answers that strengthen the patient’s memory |
| •Patient engagement |
| •Increase creativity, mood, attention, memory and problem solving |
| •Cognitive Enhancement |
| •Improve attention, social skills, communication and orientation |
| •Empowering the patient at all levels of his life |
| •Assessment / timely intervention, exchange of experiences / good / bad practices |
| •Incorporating enjoyable activities into patient’s daily routine and avoiding boredom |
| •Maintaining daily functionality and cognition |
| •Improve cognitive functions and thinking using logical combinations |
| •Companionship and improvement of the patient’s daily life |
| •Self-assessment |
| •Integration of what patients learn in their daily life |
| •Spending time creatively and enjoyable |
| •Interesting, helpful, pleasant and useful to the patient |
| •Not having complicated questions and confuse the patient (log in etc.) |
| •Not being difficult and stressing out the patient |
| •Combination of entertainment and cognitive empowerment |
| •Easy to use from a technological point of view |
| •Long-term improvement of patient’s cognitive functions |
| •Setting goals and gives reward (score or some gift) |
| •Include interaction with other members of the same state |
| •Different levels |
| •Try to level up and score better |
| •Not boring not to have the same things all the time |
| •Have nice features, different things and meet personalized needs |
Fig. 6Frequency of receiving reminders for the medication by the end-users category.
Fig. 7Percentage of preferences for the medication reminder features by the end-users category.
Fig. 8Usefulness regarding medication reminders by the end-users category.
Fig. 9Geographical location features by the end-users category.
Fig. 10Geographical location usefulness by the end-users category.
Fig. 11Principal component analysis for Likert scale questions.
Principal Component Analysis Parameters Summary
| Parameter | PC1 | PC2 |
| Eigenvalues | 8.078 | 6.525 |
| Variance Explained | 0.224 | 0.181 |
| Variance Explained (Cumulative) | 0.224 | 0.406 |
| Variance Explained (Proportion) | 0.224 | 0.181 |