The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.

The global impact of dementia is a key healthcare priority, and although it is possible to live well with dementia, public perception is often negative. Serious digital games are becoming a credible delivery method to educate/train individuals in the business and health sectors and to challenge perc...

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Autores principales: Gillian Carter, Christine Brown Wilson, Gary Mitchell
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Lenguaje:EN
Publicado: Public Library of Science (PLoS) 2021
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Acceso en línea:https://doaj.org/article/f5e947406d444b6ca667f14dc89de9ee
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spelling oai:doaj.org-article:f5e947406d444b6ca667f14dc89de9ee2021-12-02T20:17:09ZThe effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.1932-620310.1371/journal.pone.0257337https://doaj.org/article/f5e947406d444b6ca667f14dc89de9ee2021-01-01T00:00:00Zhttps://doi.org/10.1371/journal.pone.0257337https://doaj.org/toc/1932-6203The global impact of dementia is a key healthcare priority, and although it is possible to live well with dementia, public perception is often negative. Serious digital games are becoming a credible delivery method to educate/train individuals in the business and health sectors and to challenge perceptions. The main objective of the study was to evaluate the effectiveness of a digital game prototype on individual attitudes towards dementia. A digital game to improve public knowledge and understanding about dementia (www.dementiagame.com) was co-designed with people living with dementia and student nurses. The Game was evaluated using a pretest-posttest design. Participants for the evaluation were recruited via social media in one UK university and completed the Approaches to Dementia Questionnaire (ADQ) before and after playing the game. Overall, 457 individuals completed both pre and post test questionnaires. The total ADQ score demonstrated a significant improvement in positive attitudes (p < 0.001), and both subscales of Hope and Recognition of Personhood also saw significant improvements (p < 0.001). The use of a serious digital game has demonstrated a significant effect on the respondents' perceptions of dementia. Overall, there was a more positive view of the abilities of people with dementia and what their capabilities were. They were also more likely to be recognised as unique individuals with the same values as any other person. The benefit of using digital gaming to improve perceptions of dementia has been demonstrated, nonetheless further research is required to reach a more diverse population and test as a Randomised Control Trial to provide definitive evidence for use in policy and practice.Gillian CarterChristine Brown WilsonGary MitchellPublic Library of Science (PLoS)articleMedicineRScienceQENPLoS ONE, Vol 16, Iss 10, p e0257337 (2021)
institution DOAJ
collection DOAJ
language EN
topic Medicine
R
Science
Q
spellingShingle Medicine
R
Science
Q
Gillian Carter
Christine Brown Wilson
Gary Mitchell
The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.
description The global impact of dementia is a key healthcare priority, and although it is possible to live well with dementia, public perception is often negative. Serious digital games are becoming a credible delivery method to educate/train individuals in the business and health sectors and to challenge perceptions. The main objective of the study was to evaluate the effectiveness of a digital game prototype on individual attitudes towards dementia. A digital game to improve public knowledge and understanding about dementia (www.dementiagame.com) was co-designed with people living with dementia and student nurses. The Game was evaluated using a pretest-posttest design. Participants for the evaluation were recruited via social media in one UK university and completed the Approaches to Dementia Questionnaire (ADQ) before and after playing the game. Overall, 457 individuals completed both pre and post test questionnaires. The total ADQ score demonstrated a significant improvement in positive attitudes (p < 0.001), and both subscales of Hope and Recognition of Personhood also saw significant improvements (p < 0.001). The use of a serious digital game has demonstrated a significant effect on the respondents' perceptions of dementia. Overall, there was a more positive view of the abilities of people with dementia and what their capabilities were. They were also more likely to be recognised as unique individuals with the same values as any other person. The benefit of using digital gaming to improve perceptions of dementia has been demonstrated, nonetheless further research is required to reach a more diverse population and test as a Randomised Control Trial to provide definitive evidence for use in policy and practice.
format article
author Gillian Carter
Christine Brown Wilson
Gary Mitchell
author_facet Gillian Carter
Christine Brown Wilson
Gary Mitchell
author_sort Gillian Carter
title The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.
title_short The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.
title_full The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.
title_fullStr The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.
title_full_unstemmed The effectiveness of a digital game to improve public perception of dementia: A pretest-posttest evaluation.
title_sort effectiveness of a digital game to improve public perception of dementia: a pretest-posttest evaluation.
publisher Public Library of Science (PLoS)
publishDate 2021
url https://doaj.org/article/f5e947406d444b6ca667f14dc89de9ee
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