scholarly journals Rehabilitation in advanced dementia through computer-assisted exergaming with Able-X: A collective case study

2021 ◽  
Author(s):  
◽  
Jeanette Drury-Ruddlesden

<p>Psychosocial interventions have been found to have similar outcomes as pharmacological interventions for people with dementia (PWD). Cognitive stimulation has been found to benefit cognition and there is evidence of self-reported quality of life (QOL) and wellbeing improvement in this population. However, little research has been carried out in exploring the association between QOL and computer-assisted exergaming in PWD. This study explored if a programme of computer-assisted exergaming interventions, utilising exergaming technology (Able-X), as an adjunct to existing activities and treatments, could deliver improvements in QOL, including cognitive and physical function for 10 people diagnosed with dementia.  An ontological approach of social pragmatism, combined with interpretive epistemology, within a collective convergent parallel case study (CS) methodological design was used. The study was carried out in three aged care residential units in New Zealand (NZ) that catered for people with dementia. As far as possible the principle of errorless learning (EL) (Terrace, 1963) was applied to the gaming environment when utilising the Able-X gaming interface, which was not entirely errorless. EL is based on the principle that it is difficult for people with impaired memory to remember and correct errors made while trying to learn or relearn something.  Pre-and post-gaming qualitative data were collected through semi-structured interviews with lead care staff and the next of kin for each participant, health record review, observation of video footage of the gaming experiences and computer-generated exergaming scores. In addition, several quantitative measures were used: Mini-Mental State Examination-2-BV, Global Deterioration Scale, Functional Assessment Staging Test, Quality of Life–AD, Cornell Scale for Depression in Dementia and the Rating Scale for Anxiety in Dementia. Data were generated over a 10-month period (excluding postscript comments). Data triangulation included application of the theoretical framework of ‘embodied selfhood’ (Kontos, 2003, 2004) to demonstrate participants’ agency through intentionality of individualistic bodily movements, gestures and a sentient affinity with the social environment, and through habitus of the social relational body that implicitly understands the socio-cultural ways of being-in-the-world.  The analysis revealed five emergent themes and six novel concepts that lend themselves to further inquiry. The first three themes: ‘Sentient interaction with the social gaming environment’, ‘Initiation and gaming advancement in partnership’, and ‘Levels of gaming intentionality’, focused on the gaming environment, including gaming initiation, engagement and progress. The other two themes: ‘Hand-eye coordination’ and ‘Aspects of QOL’, evidenced the similarities and differences across each case in terms of the main findings.  The key findings were significant improvements in hand-eye coordination, global QOL, and anxiety levels. Furthermore, cognitive scores improved for five participants and depression scores for seven participants, however, these improvements were not significant. In addition, there was qualitative evidence of enhanced motivation to re-engage in psychosocial social activities for all participants, improved behavioural symptoms of dementia for nine participants, enhanced communication for nine participants and enhanced functioning of skills relating to activities of daily living tasks for seven participants.  This study demonstrated that improved hand-eye coordination and overall QOL were the results of computer-assisted exergaming with Able-X and EL strategies. Irrespective of the stage of dementia, significant benefits can be achieved through either solo or small group facilitated exergaming sessions.</p>

2021 ◽  
Author(s):  
◽  
Jeanette Drury-Ruddlesden

<p>Psychosocial interventions have been found to have similar outcomes as pharmacological interventions for people with dementia (PWD). Cognitive stimulation has been found to benefit cognition and there is evidence of self-reported quality of life (QOL) and wellbeing improvement in this population. However, little research has been carried out in exploring the association between QOL and computer-assisted exergaming in PWD. This study explored if a programme of computer-assisted exergaming interventions, utilising exergaming technology (Able-X), as an adjunct to existing activities and treatments, could deliver improvements in QOL, including cognitive and physical function for 10 people diagnosed with dementia.  An ontological approach of social pragmatism, combined with interpretive epistemology, within a collective convergent parallel case study (CS) methodological design was used. The study was carried out in three aged care residential units in New Zealand (NZ) that catered for people with dementia. As far as possible the principle of errorless learning (EL) (Terrace, 1963) was applied to the gaming environment when utilising the Able-X gaming interface, which was not entirely errorless. EL is based on the principle that it is difficult for people with impaired memory to remember and correct errors made while trying to learn or relearn something.  Pre-and post-gaming qualitative data were collected through semi-structured interviews with lead care staff and the next of kin for each participant, health record review, observation of video footage of the gaming experiences and computer-generated exergaming scores. In addition, several quantitative measures were used: Mini-Mental State Examination-2-BV, Global Deterioration Scale, Functional Assessment Staging Test, Quality of Life–AD, Cornell Scale for Depression in Dementia and the Rating Scale for Anxiety in Dementia. Data were generated over a 10-month period (excluding postscript comments). Data triangulation included application of the theoretical framework of ‘embodied selfhood’ (Kontos, 2003, 2004) to demonstrate participants’ agency through intentionality of individualistic bodily movements, gestures and a sentient affinity with the social environment, and through habitus of the social relational body that implicitly understands the socio-cultural ways of being-in-the-world.  The analysis revealed five emergent themes and six novel concepts that lend themselves to further inquiry. The first three themes: ‘Sentient interaction with the social gaming environment’, ‘Initiation and gaming advancement in partnership’, and ‘Levels of gaming intentionality’, focused on the gaming environment, including gaming initiation, engagement and progress. The other two themes: ‘Hand-eye coordination’ and ‘Aspects of QOL’, evidenced the similarities and differences across each case in terms of the main findings.  The key findings were significant improvements in hand-eye coordination, global QOL, and anxiety levels. Furthermore, cognitive scores improved for five participants and depression scores for seven participants, however, these improvements were not significant. In addition, there was qualitative evidence of enhanced motivation to re-engage in psychosocial social activities for all participants, improved behavioural symptoms of dementia for nine participants, enhanced communication for nine participants and enhanced functioning of skills relating to activities of daily living tasks for seven participants.  This study demonstrated that improved hand-eye coordination and overall QOL were the results of computer-assisted exergaming with Able-X and EL strategies. Irrespective of the stage of dementia, significant benefits can be achieved through either solo or small group facilitated exergaming sessions.</p>


Dementia ◽  
2018 ◽  
Vol 19 (3) ◽  
pp. 878-893 ◽  
Author(s):  
Kirsten Thorsen ◽  
Marcia Cristina Nascimento Dourado ◽  
Aud Johannessen

BackgroundCognition and the ability to take care of daily activities and oneself gradually declines among people with dementia. Studies are scarce, especially regarding how people with young-onset dementia (YOD) (<65 years) experience the quality of their lives with the progression of dementia. People with dementia living alone face special challenges.AimTo examine the experience of the quality of life with YOD as a single person.MethodThe study presents a longitudinal case study with in-depth interviews exploring the experiences of a person with YOD. Individual interviews were conducted seven times over a period of three years from 2014 to 2017.FindingsWe examined if and how seven themes concerning the quality of life and well-being were fruitful for understanding the experiences of dementia in the everyday life of a single individual. The study explored needs and challenges during the development of dementia, and how the person reacted over time, set in context. The themes significant for well-being are: identity, connectedness, security, autonomy, meaning, growth and joy.ConclusionThe study shows how treatment, support, and services must be individualized when dementia develops in order to support identity, resources and mastering capacity, and promote well-being.


2015 ◽  
Vol 27 (10) ◽  
pp. 1739-1747 ◽  
Author(s):  
Elizabeth Beattie ◽  
Maria O’Reilly ◽  
Wendy Moyle ◽  
Lynn Chenoweth ◽  
Deirdre Fetherstonhaugh ◽  
...  

ABSTRACTBackground:Dementia is a chronic illness without cure or effective treatment, which results in declining mental and physical function and assistance from others to manage activities of daily living. Many people with dementia live in long term care facilities, yet research into their quality of life (QoL) was rare until the last decade. Previous studies failed to incorporate important variables related to the facility and care provision or to look closely at the daily lives of residents. This paper presents a protocol for a comprehensive, multi-perspective assessment of QoL of residents with dementia living in long term care in Australia. A secondary aim is investigating the effectiveness of self-report instruments for measuring QoL.Methods:The study utilizes a descriptive, mixed methods design to examine how facility, care staff, and resident factors impact QoL. Over 500 residents with dementia from a stratified, random sample of 53 facilities are being recruited. A sub-sample of 12 residents is also taking part in qualitative interviews and observations.Conclusions:This national study will provide a broad understanding of factors underlying QoL for residents with dementia in long term care. The present study uses a similar methodology to the US-based Collaborative Studies of Long Term Care (CS-LTC) Dementia Care Study, applying it to the Australian setting.


2019 ◽  
pp. 1-10

The dance has been increasingly sought as a practice of alternative physical activity to improve the quality of life and valorization of self-esteem among other benefits. This work is a study conducted in a neighborhood association in the city of Capão do Leão-RS. The aim of this study was to investigate the benefits of dance related to quality of life, relating the empowerment of women when practicing dance. The research is of a qualitative nature, with a bibliographical character using a questionnaire as an instrument. The methodology of the case study conducted in the Associação Família Pela Vida (AFAVI) founded more than two years ago, is located in the city of Capão do Leão-RS, in the neighborhood Jardim América in the South zone of the state. In this space are provided activities for the community in general, among which we highlight the dance classes (rhythms) with a class of 22 women, these classes have the purpose of socialization, quality of life and integralization. According to the results it is concluded that these activities can really influence in the lives of these women valuing the social, emotional side and fighting the sedentarism in their daily life.


2016 ◽  
Author(s):  
Irma Dennia Hernández Quintana ◽  
Cristina Isabel Martínez Rascón

Resumen: el objetivo de este artículo es analizar las prácticas sociales que determinan las condiciones de habitabilidad adoptadas por los pobladores de Álamos, para incrementar su calidad de vida en los nuevos espacios que se han ido desarrollando para vivir. Se busca establecer y definir las condiciones de habitabilidad de esta ciudad, como una localidad turística, promovida por un programa federal, que pretende resaltar sus atributos simbólicos. La investigación se enmarca en la metodología cualitativa, definida a través de los estudios existentes, y se ubica en los trabajos exploratorios, descriptivos y analíticos, como componentes de un estudio de caso sobre Álamos, una entidad dotada de límites espaciales y temporales.Palabras clave: política habitacional; política de vivienda; pueblos mágicos de Sonora; gestión urbana; Álamos; leyes de vivienda.Housing policy in magical towns: the case of Alamos, Sonora, MexicoAbstract: the objective of this paper is to analyze the social practices that determine the habitability conditions and are adopted by Álamos’ inhabitants in order to increase their quality of life in the new spaces developed. It aims to establish and define this city’s habitability conditions as a tourist town promoted by a federal program which intends to highlight its symbolic attributes. This research is based on qualitative methodology, defined through existing studies and included among the exploratory, descriptive and analytical investigations which constitute a case study of Álamos, an entity with space and time limits.Key words: housing policy; Sonora’s magic towns; urban management; Álamos; housing laws.


2021 ◽  
pp. medhum-2020-012097
Author(s):  
Baruch Shomron

Euthanasia is an important social and quality of life issue. However, it is highly controversial and thus continuously debated especially given its legitimacy and legality differ between countries. Little is known about the role media plays concerning this topic. To fill this gap, this study applies a mixed methods approach to a case study of Israeli media, including a quantitative content analysis of news articles (to measure the discourse of ‘civil participation’), a thematic analysis of news articles (to examine the ‘voice’) and a quantitative content analysis of Facebook comments (to measure ‘being heard’). Results indicate that while the media highly enables the media capability of ‘voice’ (both ‘voicing’ and ‘being heard’), it limits the media capability of ‘civil participation’ to a narrow array of discourse, hindering the social debate. These results reveal the role the media plays regarding euthanasia, integral to individuals’ quality of life through the realisation of their media capabilities, and in relation to the act of euthanasia itself.


2022 ◽  
Author(s):  
Michaela Vaceková ◽  
◽  
Jana Levická ◽  

Older age can be accompanied by a lot of changes in the field of health, which influence the social functioning of seniors.One of the factors influencing the quality of life of seniors is the connection of healthcare and social care, built on the interdepartmental cooperation. This approach is still absent in Slovakia.The aim of the paper is therefore to emphasize the importance and need of integrated care and to describe the barriers that prevent its implementation in Slovakia. In search of answers to the questions: “When and why was the healthcare and social care department of seniors established in Slovakia? What are the reasons persisting in this condition? What are the consequences of this divided care for the seniors in practice? What strategies use facilities for seniors to overcome this situation during the COVID-19 pandemic?” the authors used the method of the case study (Yin, 2003) focused on the Trnava self-governing region. Persistent structural, procedural, legislative and political factors have been identified as the main barriers. Specific for Slovakia is the existence of a barrier of the profession, which is caused by the low interest of social workers in the issue. The authors state that the situation in Slovakia is caused mainly by the reflection of integrated care as a political problem. In the end, the authors make several suggestions for solving the situation.


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