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

Authors: Hicks, B., Karim, A., Jones, E., Burgin, M., Cutler, C., Tang, W., Thomas, S. and Nyman, S.R.

Journal: Dementia

Volume: 21

Issue: 5

Pages: 1532-1555

eISSN: 1741-2684

ISSN: 1471-3012

DOI: 10.1177/14713012221085229

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.

https://eprints.bournemouth.ac.uk/36731/

Source: Scopus

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

Authors: Hicks, B., Karim, A., Jones, E., Burgin, M., Cutler, C., Tang, W., Thomas, S. and Nyman, S.R.

Journal: Dementia (London)

Volume: 21

Issue: 5

Pages: 1532-1555

eISSN: 1741-2684

DOI: 10.1177/14713012221085229

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.

https://eprints.bournemouth.ac.uk/36731/

Source: PubMed

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

Authors: Hicks, B., Karim, A., Jones, E., Burgin, M., Cutler, C., Tang, W., Thomas, S. and Nyman, S.R.

Journal: DEMENTIA-INTERNATIONAL JOURNAL OF SOCIAL RESEARCH AND PRACTICE

Volume: 21

Issue: 5

Pages: 1532-1555

eISSN: 1741-2684

ISSN: 1471-3012

DOI: 10.1177/14713012221085229

https://eprints.bournemouth.ac.uk/36731/

Source: Web of Science (Lite)

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

Authors: Hicks, B., Karim, A., Jones, E., Burgin, M., Cutler, C., Tang, W., Thomas, S. and Nyman, S.R.

Journal: Dementia: The International Journal of Social Research and Practice

Abstract:

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. 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). 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. 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.

https://eprints.bournemouth.ac.uk/36731/

Source: Manual

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

Authors: Hicks, B., Karim, A., Jones, E., Burgin, M., Cutler, C., Tang, W., Thomas, S. and Nyman, S.R.

Journal: Dementia (London, England)

Volume: 21

Issue: 5

Pages: 1532-1555

eISSN: 1741-2684

ISSN: 1471-3012

DOI: 10.1177/14713012221085229

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.

https://eprints.bournemouth.ac.uk/36731/

Source: Europe PubMed Central

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

Authors: Hicks, B., Karimu, A., Jones, E., Burgin, M., Cutler, C., Tang, W., Thomas, S. and Nyman, S.

Journal: Dementia: The International Journal of Social Research and Practice

Volume: 21

Issue: 5

Pages: 1532-1555

ISSN: 1471-3012

Abstract:

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. 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). 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. 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.

https://eprints.bournemouth.ac.uk/36731/

Source: BURO EPrints