ArticleBMC public health2025
Evaluation of a digital Dementia Game to promote public awareness about dementia in Singapore.
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.
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.
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.
Who cites it
3 citing papers in PubMed.
- Exploring the use of a dementia game for raising public awareness in Singapore: a descriptive qualitative study.BMC public health · 2026Article
- Digital nudges and gamification: how the China state promotes citizens to manage chronic diseases in neighborhoods.BMC public health · 2025Article
- Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors.
Funding
No grant is acknowledged in the PubMed record.
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
Identifiers
What OpenQuestion holds
Registered trials
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.