2010
DOI: 10.1080/01924788.2010.525736
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Exploring Spared Capacity in Persons With Dementia: What WiiTMCan Learn

Abstract: This study was designed to probe the capacity of persons with dementia to learn motor tasks. The activity selected was the Nintendo Wii TM bowling game. The experimenters followed three case studies throughout a 9-week training session, with a 5-6 month follow-up retention test. The participants had a dementia diagnosis, with disease duration ranging from 2 to 5 years. All participants demonstrated improvement in bowling scores and memory for procedural components of game participation that persisted up to 6 m… Show more

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Cited by 37 publications
(72 citation statements)
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“…' (FN) Social interaction has been a salient finding reported in many of the studies exploring the use of digital gaming technology with people with dementia (Fenney and Lee 2010;Tobiasson 2010;Padala et al 2012) and this is consistent with the current study. The technology was an important medium to promote social interaction and subsequently group cohesion.…”
Section: 'Tc3pwd(23) and Tc3pwd(16) Were Talking To Each Other About supporting
confidence: 82%
See 1 more Smart Citation
“…' (FN) Social interaction has been a salient finding reported in many of the studies exploring the use of digital gaming technology with people with dementia (Fenney and Lee 2010;Tobiasson 2010;Padala et al 2012) and this is consistent with the current study. The technology was an important medium to promote social interaction and subsequently group cohesion.…”
Section: 'Tc3pwd(23) and Tc3pwd(16) Were Talking To Each Other About supporting
confidence: 82%
“…However most research has focussed primarily on using technology to promote safety and security for people with dementia and their informal carers (Lauriks et al 2007;Riikonen et al 2010;Span et al 2013). Astell (2013) (Upton et al 2011) and; general enhancement in social interaction and well-being through engaging with fun games and applications (Fenney and Lee 2010;Leng et al 2013;Padala et al 2012;Tobiasson 2010;Upton et al 2011). If technology is to be used routinely within the community it is imperative that it is affordable, user-friendly and widely available.…”
Section: Living Well With Dementia Using Digital Gaming Technologymentioning
confidence: 99%
“…de Werd et al 2013, van Halteren-van Tilborg et al 2007). Evidence of spared implicit memory in people with dementia (Fenney & Lee, 2010;Leahey & Singleton, 2011;Legouverneur et al 2011) is further validated by the results of the present study, where group members with dementia learned to play Xbox Kinect through implicit means. With repeated exposure to the technology and the game, players with dementia were able to learn and subsequently master the skills required to play games presented on Xbox Kinect.…”
Section: Principal Findingssupporting
confidence: 76%
“…TV) screen in front of the player. Five studies used a remote control (four used Wiimote; one used a joystick) (18,22,23,37,38). The Wiimote is used as a remote control and features different buttons.…”
Section: Input and Output Devicementioning
confidence: 99%
“…Another study applied cooking games, interaction with music apps and Google Maps and balance training through the Nintendo Wii ® (20). Nintendo Wii ® was also applied in two other studies where PwD played bowling, yoga, strength and balance games (21,22). In yet another study, PwD had to find a certain room or certain targets in a virtual apartment (23).…”
Section: Introductionmentioning
confidence: 99%