• Medientyp: Elektronische Hochschulschrift; Dissertation; E-Book; Sonstige Veröffentlichung
  • Titel: Designing, implementing and evaluating assistive technologies to engage people with dementia and their caregivers ; Entwicklung, Implementierung und Evaluierung unterstützender Technologien zur Aktivierung von Menschen mit Demenz und ihren Angehörigen
  • Beteiligte: Unbehaun, David [VerfasserIn]
  • Erschienen: Universität Siegen; Fakultät III - Wirtschaftswissenschaften, Wirtschaftsinformatik und Wirtschaftsrecht, 2020-01-01
  • Sprache: Englisch
  • DOI: https://doi.org/10.25819/ubsi/5430
  • Schlagwörter: Applied medicine ; Information and communication technology ; Informations- und Kommunikationstechnik ; Demenz ; Angewandte Medizin ; Medizinische Informatik ; Dementia ; Informationstechnik
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  • Beschreibung: Increasing life expectancy and consistently low birth rates have led to a larger aging popula-tion, more individuals requiring care, and related phenomena such as dementia. Information and communications technology (ICT) may contribute to a better quality of life for older adults when enabling their health, safety, care, and social participation. Exergames are gener-ally video games that involve different physical and cognitive exercises to encourage physical activity. Furthermore, aspects of gamification often support these exergames to foster new ways of engaging and stimulating individuals in interactive fitness. Indeed, studies have indi-cated that using exergames can result in improvements in individuals’ fitness, adherence, and balance, irrespective of their ages. The goal of this thesis is to explore whether appropriately designed exergames could improve the social interaction, collaboration, and well-being of people with dementia (PwD) and their caregivers. The thesis followed a practice-based design approach to develop a suite of exergames based on long-term engagement with PwD in different care settings and considered the rele-vant stakeholders’ diverse levels of needs and demands, designed a tailorable suite of exer-games, and investigated its appropriation. Throughout the research phase, we assessed the appropriation, individual and social experiences, and integration of the exergames into daily life across the different care settings; the system of games was continuously redesigned, re-fined, and extended to reflect the insights that arose from our observations of its use, as well as feedback from the PwD and their caregivers. This thesis thus addresses the following re-search questions: (1) What are the long-term impacts on the activities of daily living (ADL) for individuals living with dementia? (2) What are the social, institutional, and emotional ex-periences for their relatives and caregivers? (3) How are systems individually and socially ap-propriated and contextualized? Finally, (4) how ...
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