School of Nursing & Midwifery, Queen's University Belfast, Belfast, United Kingdom.
PLoS One. 2021 Oct 8;16(10):e0257337. doi: 10.1371/journal.pone.0257337. eCollection 2021.
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.
痴呆症的全球影响是医疗保健的一个主要重点,尽管有可能与痴呆症一起生活得很好,但公众的看法往往是负面的。严肃的数字游戏正成为一种可信的方法,可以教育/培训商业和医疗保健领域的个人,并挑战人们的观念。本研究的主要目的是评估数字游戏原型对个人痴呆症态度的有效性。一款旨在提高公众对痴呆症的知识和理解的数字游戏(www.dementiagame.com)是与痴呆症患者和护生共同设计的。该游戏采用预测试-后测试设计进行评估。通过英国一所大学的社交媒体招募评估参与者,并在玩游戏前后完成对痴呆症的态度评估问卷(ADQ)。总共有 457 人完成了预测试和后测试问卷。总体 ADQ 评分显示积极态度有显著改善(p < 0.001),希望和个人认同两个分量表也有显著改善(p < 0.001)。使用严肃的数字游戏对受访者对痴呆症的认知产生了显著影响。总体而言,他们对痴呆症患者的能力和能力有了更积极的看法。他们也更有可能被视为具有与任何人相同价值观的独特个体。使用数字游戏来改善对痴呆症的认知已被证明是有益的,但需要进一步的研究来接触更多样化的人群,并作为随机对照试验进行测试,以提供在政策和实践中使用的明确证据。