Evidence map›Paper›PMID 40399875›Full record

ArticleBMC public health2025

Evaluation of a digital Dementia Game to promote public awareness about dementia in Singapore.

Peter Kay Chai Tay, Tara Anderson, Jazlyn Seng Jia Ying, Elaine Kee Chen Siow, Stephanie Craig, Gary Mitchell, Christine Brown Wilson

Abstract readEvaluation Study
In one paragraph

Article in BMC public health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

  1. Article
  2. Article
  3. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Peter Kay Chai TaySingapore Institute of Technology, Health and Social Sciences, Singapore, Singapore.ORCID http://orcid.org/0000-0002-1191-6351
Tara AndersonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.ORCID http://orcid.org/0009-0005-3611-3431
Jazlyn Seng Jia YingSingapore Institute of Technology, Health and Social Sciences, Singapore, Singapore.
Elaine Kee Chen SiowSingapore Institute of Technology, Health and Social Sciences, Singapore, Singapore.ORCID http://orcid.org/0000-0002-0447-5527
Stephanie CraigSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.ORCID http://orcid.org/0000-0003-0783-4975
Gary MitchellSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.ORCID http://orcid.org/0000-0003-2133-2998
Christine Brown WilsonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK. C.BrownWilson@qub.ac.uk.ORCID http://orcid.org/0000-0002-7861-9538

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThe study aimed to evaluate the effectiveness of a "Dementia Game" in increasing awareness and improving attitudes towards dementia among the general public in Singapore. The game requires players to navigate a path and respond to questions related to misconceptions about dementia.

methodsUsing a quasi-experimental pre-test/post-test design, 138 participants completed questionnaires before and after playing the digital game to assess changes in their attitudes towards dementia. The Attitudes towards Dementia Questionnaire (ADQ) was used to measure overall attitudes as well as the "hope" and "person-centred" subscales. Wilcoxon signed-rank tests were conducted to determine if there were statistically significant changes in ADQ scores from pre-test to post-test. Subgroup analyses were also performed to investigate differences based on participants' prior experience with dementia.

resultsParticipants showed statistically significant improvements in their overall attitudes towards dementia, as well as in the "hope" and "person-centred" subscales, after playing the game. However, those who had prior experience working with people with dementia or had received dementia training did not show significant improvements. DISCUSSION: The study demonstrates the potential of a digital game to promote public awareness and improve attitudes towards dementia. The interactive and educational features of the game were well-received by participants, suggesting it can be an effective tool for challenging stereotypes and stigma surrounding dementia. However, the lack of significant improvements among those with prior dementia experience or training may reflect a ceiling effect, as they likely had higher baseline knowledge and less room for improvement. Future research should explore the long-term impacts of the game and compare its effectiveness to other interventions, potentially using a randomised controlled trial design.

Indexed as

AwarenessDementiaHealth Knowledge, Attitudes, PracticeVideo GamesAdultAgedFemaleHumansMaleMiddle AgedSingaporeSurveys and QuestionnairesDementiaEducationGamificationHealthPublic healthSerious game

Identifiers

PMID40399875
PMCPMC12093803

What OpenQuestion holds

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LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.