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Research Project

O jogo sério analógico como fator protetor de fragilidade no envelhecimento

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Publications

Level up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly
Publication . Lacomba-Arnau, Elena; Ribeiro, Anaísa; Sabino, Raquel; Pinheiro, Rafael; Lopes, Susana; Gaspar, Marisa; Navarro-Mateos, Carmen; Sousa, Micael; Rosa, Marlene
Mental health issues are a critical concern for the elderly, as the inability to manage stress during stimulation activities can significantly impair their ability to accept and effectively learn new tasks, thereby affecting their performance in daily life activities. Serious games are increasingly recognized as valuable in the context of rehabilitation; however, there is a paucity of studies examining how elderly individuals manage stress and learn in regular practice using such games. In this study, 10 institutionalized elderly participants underwent 6 game-based stimulation sessions playing the serious games Ta!Ti! and Mexerico. Learning variables, including time and error rates, were assessed at baseline (T0), mid-point (T1), and the final session (T2), along with stress management indicators, specifically cortisol levels, at T0 and T2. The findings revealed that learning profiles improved throughout the program, with more pronounced gains observed initially. Additionally, stress levels decreased following each game-based session. The study identified significant relationships between stress management and learning profiles, suggesting that game-based activities can effectively enhance both learning outcomes and stress reduction in the elderly.
A Playful Panacea – Exploring the Role of Board Games to Assess Behaviour in People with Dementia
Publication . Lopes, Susana; Cavaleiro, Alexandre; Rosa, Marlene
Assessing behaviour in people with dementia is crucial for managing disease progression yet remains a significant challenge. This study explores the relationship between engagement and performance in a board game, aiming to position board games as a potential tool for assessing behaviour in people with dementia. An observational study was conducted with 13 individuals diagnosed with dementia, analyzing their engagement in cognitive and functional tasks and their relationship with the Ta!Ti! game performance. Despite clinical variability among participants, they tended to show higher engagement in cognitive tasks, particularly those involving visual processing. Qualitative game performance was found to correlate with both behavioural and verbal engagement during cognitive tasks. These findings suggest that board games could serve as valuable, complementary tools for evaluating engagement across different activities in people with dementia.

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Keywords

, Medical and health sciences ,Medical and health sciences/Health sciences

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Funding agency

Fundação para a Ciência e a Tecnologia, I.P.

Funding programme

Funding Award Number

2023.02549.BDANA

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