Stark Patrick, Clarke Sonya, Mitchell Gary, Carter Gillian, Craig Stephanie, Wilson Christine Brown
School of Nursing and Midwifery, Queen's University Belfast, Belfast, Northern Ireland, United Kingdom.
PLoS One. 2025 May 8;20(5):e0320782. doi: 10.1371/journal.pone.0320782. eCollection 2025.
Dementia has physical, psychological, social and economic impacts, not only for people living with dementia, but also for their carers, families and wider society. Due to the growing number of people living with dementia, children are increasingly likely to encounter family members living with dementia. The aim of this project was to pilot an educational game which was co-designed with children and people living with dementia with the intention of improving children's understanding and perception of dementia.
An acceptability study of the Kids Dementia Game was conducted in three classes in three schools in Northern Ireland. This study investigated acceptability of the game and the feasibility of online data collection using a pre-post test methodology to explore how best to collect evaluation data if the game was to be delivered on a larger scale.
Evaluation of the game with children showed a positive level of acceptability of the game. Children found the game engaging, easy to navigate and fun to play. Feasibility of the data collection method was found to be a barrier to the pre-post test evaluation of the game.
These findings suggest that the game shows evidence of promise for improving public perception and understanding of dementia using an early intervention approach with children.
痴呆症对身体、心理、社会和经济都有影响,不仅影响痴呆症患者本人,还影响其护理人员、家庭及更广泛的社会。由于痴呆症患者人数不断增加,儿童越来越有可能接触到患有痴呆症的家庭成员。本项目的目的是试行一款与儿童和痴呆症患者共同设计的教育游戏,以提高儿童对痴呆症的理解和认知。
在北爱尔兰三所学校的三个班级开展了一项关于儿童痴呆症游戏的可接受性研究。本研究采用前后测试法调查了该游戏的可接受性以及在线数据收集的可行性,以探索如果该游戏要大规模推广,如何以最佳方式收集评估数据。
对儿童进行的游戏评估显示该游戏具有较高的可接受性。儿童认为该游戏引人入胜、易于操作且好玩。发现数据收集方法的可行性是对该游戏进行前后测试评估的一个障碍。
这些发现表明,该游戏显示出有望通过对儿童采用早期干预方法来提高公众对痴呆症的认知和理解。