2019
DOI: 10.3390/info10110355
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Serious Game iDO: Towards Better Education in Dementia Care

Abstract: We describe the iDO serious game developed during implementation of the Innovative Digital Training Opportunities on Dementia for Direct Care Workers (IDO) project. The project targets formal and informal caregivers of persons with dementia in order to improve caregiver knowledge and competences skills with a non-traditional source of training. This paper describes the steps faced to define the iDO caregiver behavior improvement model, design of game mechanics, development of game art and game characters, and … Show more

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Cited by 28 publications
(24 citation statements)
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“…The past success of traditional video-games has led the scientific community to adapt visual simulation, virtual reality and games to other contexts of application, such as health, education, law, and so on [19][20][21][22]. One approach currently on the rise is gamification [7], as a part of the Engineering curricula for education.…”
Section: Gamification In Educationmentioning
confidence: 99%
“…The past success of traditional video-games has led the scientific community to adapt visual simulation, virtual reality and games to other contexts of application, such as health, education, law, and so on [19][20][21][22]. One approach currently on the rise is gamification [7], as a part of the Engineering curricula for education.…”
Section: Gamification In Educationmentioning
confidence: 99%
“…There is no strict age restriction for the users we target, resulting in a requirement for the application to be elaborate, engaging and effective for young adults and elderly users alike. In terms of physical and mental condition, our focus group does not include patients with chronic mental impairments, such as dementia (Maskeliūnas et al, 2019), or athletes on a training program (Guggenberger et al, 2021); we mostly focus on rehabilitation after injuries and accidents, with low to medium impact on the patients' mobility, likely to be improved through a non-surgical intervention, patients who suffered mild strokes, with limited, yet noticeable impact on their mobility, similar to Noveletto et al (2018), and people over 50, who need to exercise regularly to maintain their general physical and mental condition. An important requirement for our design was to make sure that physicians or general practitioners would be able to prescribe specific activities for each patient, accompanied with measurable objectives and progress indicators; our system should be able to suggest parts of those personalized plans, which would then be approved by the physician.…”
Section: Introductionmentioning
confidence: 99%
“…Since the times when the seminal works of Huizinga [1] and later Caillois [2] were originally published, the importance of games in both society and the economy has grown considerably [3,4]. Games were adopted to improve motivation in various contexts, from project management [5] to elderly care [6].…”
Section: Introductionmentioning
confidence: 99%