The study examines the effects of a group digital gaming intervention on cognitive function, mood, and behaviors in people with early to moderate levels of dementia, using Obie Technology by employing a pretest and posttest design with a mixed methods approach.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
SUPPORTIVE_CARE
Masking
NONE
Enrollment
24
The interactive digital gaming activity is delivered using Obie Technology. Various games are projected onto the table's surface, and participants interacted with them by "touching" the images with their hands. The system included sensors that detected hand movements, making the activity fully interactive. More than 200 games are available. Some examples of the popular games include Mahjong, in which participants match identical tiles by touching them, and Around the World, in which participants identify the correct objects based on the country's flag, such as selecting a double-decker London bus for the United Kingdom. For many games, difficulty levels are adjustable, which is especially useful for games that involves math. Games are chosen based on participants' requests as well as facilitators' recommendations.
George Mason University
Fairfax, Virginia, United States
Montreal Cognitive Assessment (MoCA):
Time frame: Before the intervention (baseline), at the end of week 10, and at the end of the intervention (after 20 weeks of the study).
Neuropsychiatric Inventory Questionnaire (NPI-Q)
Time frame: Before the intervention (baseline), at the end of week 10, and at the end of the intervention (after 20 weeks of the study).
This platform is for informational purposes only and does not constitute medical advice. Always consult a qualified healthcare professional.