Care home practitioners’ perceptions of the barriers and facilitators for using off-the-shelf gaming technology with people with dementia

Author:

Hicks Ben1ORCID,Karim Anomita1,Jones Erin2,Burgin Malcolm3ORCID,Cutler Clare4,Tang Wen5,Thomas Sarah6,Nyman Samuel R6

Affiliation:

1. Brighton and Sussex Medical School, Centre for Dementia Studies, University of Sussex, UK

2. Department of Psychology, Bournemouth University, Poole, UK

3. Alive Charity, Bristol, UK

4. The Wessex Institute, University of Southampton, UK

5. Department of Games Technology, Bournemouth University, Poole, UK

6. Bournemouth University Clinical Research Unit, Bournemouth University, Poole, UK

Abstract

Background: Off-the-shelf digital gaming technology has been shown to support the well-being of people with dementia. Yet, to date, it is rarely adopted within dementia care practice, particularly within care homes. Drawing on a descriptive, qualitative approach, this is the first study that has sought to explore care home practitioners’ perceptions of the barriers and facilitators for using gaming technology within their workplace. Method: Data were collected across eight focus groups in the south of England with a total of 39 care home workers. These were analysed inductively following the 6-stage thematic process as outlined by Braun and Clarke (2006). Findings: Three themes, constructed from the data suggested, the care environment, staff knowledge and skills for inclusive gaming, and staff perceptions about capabilities (their own and those of people with dementia) inhibited or facilitated the use of gaming technology in care homes. The findings were interpreted through a combination of the Capability, Opportunity, Motivation and Behaviour model and the Theoretical Domains Framework to provide theory-based insights into the mechanisms for supporting behaviour change and implementation within the care home context. Conclusions: We argue for the need to target wider institutional barriers alongside providing inclusive training for care staff on incorporating gaming technology within their person-centred care approaches. Through these mechanisms, they can be provided with the capabilities, opportunities and motivation to integrate gaming technology within their practice, and thus facilitate the process of culture change within care homes.

Funder

Higher Education Innovation Fund

Publisher

SAGE Publications

Subject

General Social Sciences,Sociology and Political Science,General Medicine

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