Evidence map›Paper›PMID 41144611›Full record

ArticleJMIR serious games2025

Development of a Serious Game App (Digimenz) for Patients With Dementia: Prospective Pilot Study for Usability Testing in Inpatient Treatment and Long-Term Care.

Sören Freerik Brähmer, Benjamin Iffland, Stefan Kreisel, Martin Driessen, Eva M Trompetter, Meret Schomburg, Max Toepper, Carolin Steuwe

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing 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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

8 authors.

Sören Freerik BrähmerClinical Psychology and Psychotherapy Working Group, Department of Psychology, Bielefeld University, Universitätsstr 25, Bielefeld, 33615, Germany, 49 (0)52110686604.ORCID http://orcid.org/0009-0001-7096-7079
Benjamin IfflandClinical Psychology and Psychotherapy Working Group, Department of Psychology, Bielefeld University, Universitätsstr 25, Bielefeld, 33615, Germany, 49 (0)52110686604.ORCID http://orcid.org/0000-0003-3122-005X
Stefan KreiselDepartment of Psychiatry and Psychotherapy, University Medical Center OWL, Evangelisches Klinikum Bethel, Bielefeld University, Bielefeld, Germany.ORCID http://orcid.org/0000-0001-7623-3423
Martin DriessenDepartment of Psychiatry and Psychotherapy, University Medical Center OWL, Evangelisches Klinikum Bethel, Bielefeld University, Bielefeld, Germany.ORCID http://orcid.org/0000-0003-3496-816X
Eva M TrompetterDepartment of Psychiatry and Psychotherapy, University Medical Center OWL, Evangelisches Klinikum Bethel, Bielefeld University, Bielefeld, Germany.ORCID http://orcid.org/0000-0001-5653-9943
Meret SchomburgDepartment of Psychiatry and Psychotherapy, University Medical Center OWL, Evangelisches Klinikum Bethel, Bielefeld University, Bielefeld, Germany.ORCID http://orcid.org/0009-0006-1771-7640
Max Toepper *Department of Psychiatry and Psychotherapy, University Medical Center OWL, Evangelisches Klinikum Bethel, Bielefeld University, Bielefeld, Germany.ORCID http://orcid.org/0000-0001-9741-2957
Carolin Steuwe *Department of Psychiatry and Psychotherapy, University Medical Center OWL, Evangelisches Klinikum Bethel, Bielefeld University, Bielefeld, Germany.ORCID http://orcid.org/0009-0007-6236-1150

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: In the face of an increasing treatment need among people with dementia, effective and efficient interventions with a focus on quality of life need to be established. In this context, serious games have received increasing attention. However, there is a lack of apps specifically designed for people with dementia. Objective: In this prospective pilot study, we examined the usability of a newly developed serious game app ("Digimenz"). Methods: A total of 43 people with cognitive impairment and mild to severe dementia completed the repeated-measures study procedure. Participants were recruited from an inpatient geriatric psychiatric ward and a long-term care facility. Participants were asked to complete 4 conditions in randomized order, including playing 3 different serious games (experimental conditions) and reading a newspaper (control condition). Each condition was completed once, and the total duration was 60 to 90 minutes per participant. Data on app usability were collected through self-ratings and observation after each condition. We tested for differences in usability among the conditions and the recruitment sites, and analyzed the relation of usability to cognitive capacity. Results: The serious games were accepted in both settings (long-term care: 30/30, 100% interested; psychiatric ward: 31/41, 76% interested), although study completion was lower in the psychiatric subsample (15/41, 37%) than in the long-term care subsample (28/30, 93%). Global usability was rated good (System Usability Scale global mean score: 79). More severely impaired patients had more pronounced difficulties in learning how to play the games (ρMMSE, Learnability=-0.61, 95% CI -0.78 to -0.36; P<.001) and playing them alone (ρMMSE, Support=-0.49, 95% CI -0.69 to -0.19; P<.001). Nevertheless, playing the games was associated with a more positive mood (likelihood ratio χ23=25.09; P<.001), independent of the level of cognitive functioning (likelihood ratio χ21=0.64; P=.42). All games were played with a moderate error rate (0.19-0.49). Conclusions: Our results indicated a positive association between serious game usage and well-being in patients with dementia, given adequate support. This is a valuable addition to the understanding of serious game usage in dementia care. Although challenging, user-centered development of serious games with people who are severely impaired by dementia is an important research target. Limitations like low data quality and a simplified design are inherent in this study population. Nevertheless, we demonstrated how usability testing in this target group is possible through careful definition and operationalization. The inclusion of different data sources, different recruitment sites, and different levels of cognitive impairment increased the generalizability of the findings. To accommodate severely impaired patients, future developments should incorporate a broader range of difficulties and adaptations to group settings.

Indexed as

dementiaeHealthinpatient treatmentlong-term carenonpharmaceutical treatmentpilot studyserious gamesusability

Identifiers

PMID41144611
PMCPMC12558423

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.