| Literature DB >> 35427198 |
Ben Hicks1, Anomita Karim1, Erin Jones2, Malcolm Burgin3, Clare Cutler4, Wen Tang5, Sarah Thomas6, Samuel R Nyman6.
Abstract
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.Entities:
Keywords: care homes; care staff; dementia care; dementia practice; digital; gaming technology; qualitative; the capability, opportunity, motivation and behaviour model; theoretical domains framework; well-being
Mesh:
Year: 2022 PMID: 35427198 PMCID: PMC9237851 DOI: 10.1177/14713012221085229
Source DB: PubMed Journal: Dementia (London) ISSN: 1471-3012
Figure 1.Combining the Capability, Opportunity, Motivation and Behaviour model (COM-B) with the Theoretical Domains Frameowrk (adapted from De Leo, A., Bayes, S., Bloxsome, D. and Butt, J. (2021). The COM-B and The Theoretical Domains Framework.
Participant demographics.
| FG | Venue | N | Gender | Age | Role | Years in care employment |
|---|---|---|---|---|---|---|
| 1 | Care home | 7 | M= 1 | 26–34 = 1 | Care worker = 4 | 0–5= 1 |
| 2 | Care home | 7 | F = 7 | 35–44 = 3 | Care worker = 3 | 0–5 = 3 |
| 3 | Care home | 6 | M = 2 | 18–25 = 2 | Care worker = 4 | 0–5 = 4 |
| 4 | University | 2 | F = 2 | 26–34 = 2 | Care worker = 2 | 0–5 = 2 |
| 5 | Community Centre | 8 | F = 8 | 18–25 = 2 | Care worker = 2 | 0–5 = 4 |
| 6 | Community Centre | 2 | F= 2 | 45–54 = 1 | Activity Co-ordinator= 1 | 0–5 = 1 |
| 7 | University | 2 | M= 1 | 26–34 = 1 | Care worker = 1 | 0–5 = 1 |
| 8 | Care home | 5 | F= 5 | 35–44= 2 | Care worker = 1 | 0–5 = 2 |
Focus group schedule.
| 1 | Perceptions of Off-the-shelf digital gaming technology |
| What do you understand by gaming technology? | |
| What sort of devices are you aware of? | |
| What are your thoughts on using gaming technology with people with dementia? | |
| 2 | Experiences of using gaming technology in care practice |
| Can you discuss any experiences you have had of using gaming technology? | |
| Any experiences of using gaming technology within the care home and with people with dementia? | |
| How did you find this? | |
| Did you experience any challenges? | |
| What were these? | |
| How did you look to overcome them? | |
| Would you use gaming technology again with people with dementia? | |
| For those who have not used it within their care practice why might this be? | |
| Would anything help you to consider using it within your practice? | |
| 3 | Thinking more generally now about your care home/place of work, what do you think may be the barriers to using gaming technology within dementia care practice? |
| (can prompt on barriers faced by colleagues, organisational barriers, barriers associated with people with dementia) | |
| 4 | What do you think may encourage/support your care home to adopt the use of gaming technology with people with dementia more widely? |
Inductive analysis process based on Braun and Clarke (2006).
| Six-phase thematic approach | Actions | Approach |
|---|---|---|
| 1. Data familiarisation | The transcripts were read and re-read by BH, AK, EJ and the Post-Doctoral researcher to familiarise themselves with the data. | Analysis was conducted inductively to allow the themes constructed from the data to be grounded within the words of the participants and their experiences. |
| 2. Initial codes developed | Data were coded separately by all researchers.individual transcripts were read line by line to identify key messages into codes. This occurred at a semantic and latent level. Regular meetings occurred between the research team to discuss the codes and draw up definitions for each one that could then be applied by each researcher to the transcripts. This process was overseen by BH and ensured consistency in the analysis process. Any discrepancies between researchers in the coding of segments of text were discussed as a collective and an agreement reached | |
| 3. Themes searched | Relevant codes were collated into potential themes through discussions between the research team. Codes that were not deemed relevant were recorded as miscellaneous. | |
| 4. Themes reviewed | Thematic mind-maps were developed to better understand how the themes sat together and to construct higher level themes. These were discussed among BH, AK, EJ and the Post-Doctoral researcher. | |
| 5. Themes defined and named | Themes were reviewed by the wider research team (CC, WT, ST, SN) and then defined and named. Miscellaneous codes were re-visited to examine whether they sat within the wider findings. A cross case analysis was undertaken to explore differences in themes between focus groups. | |
| 6. Write-up | The most appropriate participant quotes illustrating the key points pertinent to the research were selected for the final manuscript. The inductive themes and codes were then considered through the lens of the Capability, Opportunity, Motivation and Behaviour model and Theoretical Domains Framework to characterise individual, social and organisational barriers to adoption of gaming technology in care home settings. |
Illustrative quotes to support the final themes.
| Higher order theme | Sub-theme | Supporting quotes |
|---|---|---|
| Care environment | 24/7 care culture | Q1: P1: ‘…there’s no time to get around everyone and actually spend some amount of time with someone’ |
| P4: ‘that’s what I was thinking’. | ||
| P5: ‘I mean we would be loving to do that, but we haven’t got that time’. (FG2) | ||
| Q2: ‘the physical or the medical and care needs are looked after but the mental and physical activity needs I don’t think are met very often’, (FG4, P1). | ||
| Q3: ‘I think you need to have somebody who has that focus, whose focus is not about the care, whose focus is about mental and physical stimulation’, (FG7, P1). | ||
| Q4: ‘…while you are tidying up in the room, you can give the tablet (to the resident) and do something’, (FG8, P2) | ||
| ‘It would it be useful for you… Let’s say…. someone is anxious this morning, put a little music on it (the tablet), you can create an activity out of that’, (FG5, P3). | ||
| Technological infrastructure | Q5: ‘…because you wouldn’t want staff, sort of, Dick, Tom and Harry, sort of, coming in and interrupting, if that was a session you were trying to run’ (FG8, P4). | |
| Q6: ‘So whereas you might have some people maybe that are in bed more, and you want to take the activity to them, it will depend at the moment what part of the building they are in, as to whether it will work or not’. (FG6, P1) | ||
| Frugal management | Q7: ‘health and social care budgets are shrinking and shrinking all the time, there’s less and less money out there, you know’. (FG4, P2) | |
| Q8: ‘When you’re not tech-minded you won’t know what’s good or not. You may be wasting money, so I think the initial purchase can be a barrier, because if you get it wrong, you will waste money’. (FG5, P3) | ||
| Q9: ‘So if I go to my manager and say I want to spend £1000 on iPads and a projector and an Apple TV … you know, I have to justify that by saying, “and this is the outcomes that I can achieve with these clients,” because that’s actually what we’re selling ourselves on’. (FG7, P2) | ||
| Knowledge and skills of inclusive gaming | Managing engagement of learner | Q10: ‘We’ve got staff that have never had an email address in their life…So it’s difficult for them to get their head around that (gaming technology)’. (FG1, P4). |
| Q11: ‘And you find that with obviously the dementia, if people are sitting there for four or five minutes while games are loading or setting up, people can get bored and walk around. So it can be difficult to keep that group going’. (FG6, P2) | ||
| Q12: ‘It’s important that care staff remember that everyone’s an individual. What works for one person may not work for someone else. Some people like touch or sensory, some people like music. So what you need to do is supply all of those possibilities’. (FG3, P3) | ||
| Managing ongoing well-being of learner | Q13: ‘The iPad is fantastic in one respect, for reminiscence and stuff like that but you need to know the person really well. Because if you’re all sitting and reminiscing about something…You’re potentially putting them back in a situation that pulls them into distress’. (FG2, P4) | |
| Staff perceptions about capabilities | Staff attitudes towards technology | Q14: ‘…the biggest problem is care staff, because they’ve got to be passionate about wanting to provide activities, and if they’re not, it doesn’t matter what you give them, they just won’t be bothered’. (FG4, P2) |
| Q15: ‘There’s a kind of fear factor associated with using technology…I didn’t come into care to do paperwork or use technology…. And so I think this (using gaming technology) can be a challenge and a daunting one. People are not confident’. (FG2, P4) | ||
| Q16: ‘I do find it in my home that we have carers that come from different countries and their technology is in their own language. And that could be a barrier for some of our staff to try to use these technologies in English as well’. (FG5, P5) | ||
| Q17: ‘I think we have a habit in care - oh it’s something new, and then it doesn’t work the first time, we won’t do it again’. (FG4, P2) | ||
| Staff attitudes towards capabilities of people with dementia | Q18: ‘I think, there’s a broadly held perception (among care staff) that technology is for the young…Older people just aren’t interested in that technology’. (FG1, P4) | |
| Q19: ‘We mostly have people with dementia (in the care home) and I don’t want to be rude, but they are already in a different world and I think it would be too much stimulation for them’. (FG3, P2) | ||
| Q20: ‘Well also I've noticed a lot of our dementia clients are getting younger. You can't just say they all like listening to war songs…So they would grow up being more technical based than the people that are in their 90s, or 103. So they would probably embrace it a lot better I think’. (FG6, P1) |
Figure 2.Our inductive findings mapped onto the combined and TDF model. (adapted from Atkins et al. (2011)).