Evidence map›Paper›PMID 41699547›Full record

ArticleBMC public health2026

Exploring the use of a dementia game for raising public awareness in Singapore: a descriptive qualitative study.

Elaine Kee Chen Siow, Stephanie Craig, Shawn Tan Hao Xuan, Peter Kay Chai Tay, Gary Mitchell, Christine Brown Wilson

Abstract read
In one paragraph

Article in BMC public health, 2026. 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

6 authors.

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, Northern Ireland.ORCID http://orcid.org/0000-0003-0783-4975
Shawn Tan Hao XuanSingapore Institute of Technology, Health and Social Sciences, Singapore, Singapore.
Peter Kay Chai TaySingapore Institute of Technology, Health and Social Sciences, Singapore, Singapore.ORCID http://orcid.org/0000-0002-1191-6351
Gary MitchellSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, Northern Ireland.ORCID http://orcid.org/0000-0003-2133-2998
Christine Brown WilsonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, Northern Ireland. 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

backgroundAs the population of individuals living with dementia is estimated to increase significantly, addressing stereotypes and stigma associated with the condition has become crucial. Despite the widespread negative cultural depictions contributing to this stigma, the research on evidence-based interventions remains limited. Drawing from successful dementia awareness initiatives in the UK, this study aims to explore the use of a dementia game to raise public attitudes and knowledge of dementia in Singapore.

methodsAn interpretive qualitative approach was adopted using focus group discussions (FGs). Participants were recruited through advertisements and word-of-mouth from the Singapore Institute of Technology and Dementia Singapore. A total of 19 individuals played a Dementia awareness game followed by participation in the FGs. The FGs were conducted virtually and video-recorded to facilitate data analysis. Thematic analysis was used to reveal patterns and themes arising from the data.

resultsThe results showed self-reported positive shifts in attitudes and knowledge. The majority of participants reported increased understanding and empathy towards persons living with dementia. Participants described gaining new knowledge about dementia, challenging stereotypes, and clarifying misconceptions. Participants who did not experience significant changes had previously worked in dementia care with prior training. Participants also provided valuable feedback on the game’s potential as an educational tool, suggesting improvements such as incorporating storytelling elements and identifying future target audiences in children.

conclusionThe dementia game enhances understanding, fosters empathy and dispels misconceptions, suggesting potential for diverse educational applications and the need for further research on this topic.

Indexed as

DementiaHealth Knowledge, Attitudes, PracticeVideo GamesAdultAgedFemaleFocus GroupsHumansMaleMiddle AgedQualitative ResearchSingaporeDementiaGamificationPublic awareness

Identifiers

PMID41699547
PMCPMC13011760

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.