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dc.contributor.authorDeshbandhu, A
dc.contributor.authorInnamuri, R
dc.contributor.authorKattula, D
dc.date.accessioned2022-10-17T09:48:38Z
dc.date.issued2022-07-28
dc.date.updated2022-10-14T17:33:58Z
dc.description.abstractAs the field of medicine tries to tap into various facets of gamification, the potential of video games and gaming-based interventions has become a hotbed of interesting activity in the Dementia circles of medical research. This paper, exploratory in nature is a bid to find common grounds for the fields of neurosciences, psychology, and psychiatry with the sub-field of ludology in a hope to find unique insights from the benefits of interdisciplinary research and extrapolating findings from gaming addiction.From the perspective of game studies, the paper will draw from elements of concepts like flow, immersion and engagement in a bid to understand the various tools that can be of use if people ailing from neurocognitive disorders were to engage in gaming activity. This paper will lay the framework that will enable the beginning of a matching gaming exercises based on cognitive deficits and psychological profiling of clients diagnosed with neurocognitive disorders and advance the fields of neurosciences and psychology.By combining the findings from existing studies and original work this paper will propose both a means to study the possible effects of gaming-based interventions and suggest ways to streamline and optimize the use of gamification in patient care.en_GB
dc.format.extent1-5
dc.identifier.citationVol. 9(1), pp. 1-5en_GB
dc.identifier.doi10.18231/j.agems.2022.001
dc.identifier.urihttp://hdl.handle.net/10871/131288
dc.identifierORCID: 0000-0003-4173-5890 (Deshbandhu, A)
dc.language.isoenen_GB
dc.publisherIP Innovative Publicationen_GB
dc.rights© 2022 Innovative Publication. This is an Open Access (OA) journal, and articles are distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License, which allows others to remix, tweak, and build upon the work non-commercially, as long as appropriate credit is given and the new creations are licensed under the identical terms.en_GB
dc.subjectGamingen_GB
dc.subjectNeurocognitive disordersen_GB
dc.subjectDementiaen_GB
dc.subjectGame Therapyen_GB
dc.subjectGamificationen_GB
dc.titleDeveloping a ludic framework for counteracting interventions for dementia: A narrative and analytic reviewen_GB
dc.typeArticleen_GB
dc.date.available2022-10-17T09:48:38Z
dc.descriptionThis is the final version. Available on open access from IP Innovative Publication via the DOI in this recorden_GB
dc.identifier.eissn2348-7240
dc.identifier.journalAnnals of Geriatric Education and Medical Sciencesen_GB
dc.relation.ispartofAnnals of Geriatric Education and Medical Sciences, 9(1)
dc.rights.urihttps://creativecommons.org/licenses/by-nc-sa/4.0/en_GB
dcterms.dateAccepted2022-06-14
rioxxterms.versionVoRen_GB
rioxxterms.licenseref.startdate2022-07-28
rioxxterms.typeJournal Article/Reviewen_GB
refterms.dateFCD2022-10-17T09:46:21Z
refterms.versionFCDVoR
refterms.dateFOA2022-10-17T09:48:46Z
refterms.panelDen_GB


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© 2022 Innovative Publication. This is an Open Access (OA) journal, and articles are distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License, which allows others to remix, tweak, and build upon the work non-commercially, as long as appropriate credit is given and the new creations are licensed under the identical terms.
Except where otherwise noted, this item's licence is described as © 2022 Innovative Publication. This is an Open Access (OA) journal, and articles are distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License, which allows others to remix, tweak, and build upon the work non-commercially, as long as appropriate credit is given and the new creations are licensed under the identical terms.