4.3 Benefits of the Intervention for the Residents
Staff experiences of benefits of the digital gaming intervention were classified into three main categories: The intervention enabled a new kind of physical activity, the intervention increased the social a0ctivity and brought residents together and the intervention brought joy and variety to the residents. The intervention was described as enabling residents to engage in new kinds of physical activities by increasing residents’ physical activity and requiring different body movement from the player for example compared to walking exercise. One resident who rarely left his room became more active and he started moving in the common areas of the LCT facility. Some of the residents liked playing games like bowling while standing, and that required weight shifting, reaching out in different directions, and picking balls from the floor. “He surprised me by throwing balls and picking them up from the floor by himself.” Interviewee 2.
The intervention increased the social activity of the residents and brought them together, as the intervention increased the social interaction of the residents, created a connection between them, and acted as a joint activity and increased interaction. Part of the gaming sessions were held in pairs or in small groups and residents who usually do not interact with each other’s played together and had a conversation. “They started playing together and talked to each other on the side, in a way the ones that don't usually get closer to each other.” Interviewee 3. One resident often encouraged other players and became friends with others. Gaming was said to bring the residents together, which created a sense of community.
The intervention brought joy and variety to the residents, as the games delighted and increased residents’ alertness and it was seen as a meaningful and varied activity. Residents had fun while playing games and one resident laughed and giggled while playing.
“…this is funny, she giggled, and she had so much fun.” Interviewee 1. One resident who never participated in activities found himself meaningful activity through gaming (Table
2).
Table 2.
Qualitative analysis
Benefits of the intervention | |
Playing increased residents’ physical activity | The intervention enabled a new kind of physical activity |
Playing required different body movement | |
Intervention increased social interaction among residents | The intervention increased the social activity and brought residents together |
Intervention created a connection between residents | |
Gaming worked as a joint activity and increased interaction | |
The intervention delighted and increased residents’ alertness | The intervention brought joy and variety to the residents |
Gaming as a meaningful and varied activity | |
Success of implementing the intervention | |
The staff showed little interest in the Yetitablet | Low involvement of staff in the implementation of the intervention |
Few of the staff used the Yetitablet | |
Residents participated in the game when requested | Active participation of the residents in the gaming sessions |
Gaming physical and mental load suitable for residents | |
Residents were able to concentrate on playing well | |
Game sessions can be arranged regularly | Variable success of implementing the intervention protocol in the everyday life of LTC facility |
Varying success of playing while standing up | |
The challenges of playing together | |
Group play implementation challenging | |
Filling out the game log challenging | |
Factors affecting the implementation | |
Staff motivation to do new things affects implementation | Positive attitude and motivation of staff important in implementation |
Staff enthusiasm to try new things | |
Staff struggling to adopt new technology | Staff attitude towards technology can challenge implementation |
Negative attitude of staff towards learning to use new technology | |
Yetitablet's easy use supported its use | Staff competence in using Yetitablet |
The challenges of using Yetitablet | |
Practical orientation and user support help the implementation | Practical training, clear instructions and an example of use support the implementation |
Example of using a new device for staff | |
The need for the clearer user instructions | |
Insufficient guidance on suitable games | |
Placing the Yetitablet in a separate space reduced its use | Proper placement of the device is essential to use |
Choosing the type of device and placing the device in common areas would have increased use and enabled communal social events | |
Residents’ enthusiasm for intervention | Residents’ attitude towards participating in activities |
A challenge of involving some residents in activities general | |
Poor memory challenged the adoption of new technology | Poor cognition as a challenge |
Poor cognition challenged gaming | |
Yetitablet games liked by residents | Identifying individually suitable games for residents |
Lack of suitable games | |
Problems with using the touch screen | Success of using the touchscreen |
Residents were able to use the touchscreen successfully | |
4.4 Implementation of the Intervention
Success of intervention implementation was classified into three main categories: active participation of the residents in the gaming sessions, low involvement of staff in the implementation of the intervention and variable success of implementing the intervention protocol in the everyday life of LTC facility. The interviewees felt that the staff showed little interest in Yetitablet and few of them used Yetitablet. Instructing residents how to play the games was mainly the responsibility of interns, and therefore few of the permanent staff used the Yetitablet.
The residents participated actively in the gaming sessions. They participated in the game when requested, gaming physical and mental load was suitable for residents, and they were able to concentrate on playing well. Some of the residents were always happy to play, but some had to be motivated sometimes. Watching others play encouraged participation, and some found it difficult to stop playing once they started playing.
The implementation of the intervention protocol in the everyday life of the LTC varied. Regular gaming sessions were organized but playing while standing up varied. To gain changes in physical functioning like balance and physical activity, games were supposed to be played standing up as much as possible. However, it was challenging to motivate some residents to play in a standing position and some of them usually wanted to sit down while playing. There were also challenges associated with playing together and playing as a group. To gain social and psychological changes, games were encouraged to be played together with other residents in small groups. However, some residents wanted to play alone or only with the staff member, not with another resident. Sometimes residents were insecure about their own skills while playing with another resident and they had to be encouraged to play together. Forming a group was sometimes challenging. “It is one challenge to get them to play at the same time. One refuses, one goes to bed, one is sick. That group is sometimes hard to form.” Interviewee 1. Filling out a game log was challenging, and not all the gaming sessions were marked down.
4.5 Factors Influencing the Implementation
Factors affecting the implementation formed nine main categories: positive attitude and motivation of staff important in implementation, staff attitude towards technology can challenge implementation, staff competence in using Yetitablet, practical training, clear instructions and an example of use support the implementation, proper placement of the device is essential to use, residents’ attitude towards participating in activities, poor cognition as a challenge, identifying individually suitable games for residents and successful use of the touchscreen.
In implementing the intervention, the staff must have a positive attitude and be motivated. The staff’s motivation to do new things and the staff’s enthusiasm to try new things affected the implementation. The staff’s attitude towards technology can challenge its implementation, and the staff struggled to adopt new technology. Using the new device requires effort in the beginning, and the staff did not remember to use or put effort into using the Yetitablet. During the intervention, it was observed that the staff did not incorporate the Yetitablet into the daily activities, such as instructing stimuli activities, but instead acted as they were used to. “Especially all such technological devices. Those are often more difficult to implement.” Interviewee 3. Staff may have a negative attitude towards learning to use new technology. The interview revealed that staff may find learning to use technical equipment annoying and that they think they will not learn how to use it. These beliefs can prevent usage.
The staff's competence in using Yetitablet influenced its use. Easy use of Yetitablet supported its use and staff members who did not participate in the Yetitablet training were able to use it. The device was also handy to use so using it was not time consuming. On the other hand, there were some challenges in using Yetitablet. Sometimes the power button was hard to find and navigating the tablet, for example, from the game back to the home screen was challenging for some of the staff.
Practical training, clear instructions, and an example of using Yetitablet supports the implementation of the intervention. The interviewees hoped for practical orientation and user support. Training of the staff should not be too theoretical, instead, it should encourage staff to try different games themselves to lower the threshold for using Yetitablet. “It would need a really good hands-on orientation so that people could see what they could do with it, so maybe it would be easier to approach.” Interviewee 2. The interviewees also suggested holding Teams meetings to support the use of Yetitablet during the intervention. Interviewees also needed an example of using the new device as it would have a positive impact on the attitude of the rest of the staff, as they would see an example of using the new device and its benefits for residents. There was a need for clearer instructions for using the Yetitablet, and the guidance of suitable games was insufficient. The placement of the Yetitablet in the LTC premises is essential for its use. Placing the Yetitablet in a separate space reduced its use, and the interviewees felt that choosing the type of device and placing the device in common areas would have increased use and enabled communal social events.
The residents’ attitude towards participating in activities affected participation in the intervention. The residents were enthusiastic about this intervention, but it was challenging to involve some residents in activities in general. One nurse said the residents participated surprisingly well and they really liked the intervention and Yetitablet. Some residents always participated in the activities of LTC, and they also participated in this intervention happily. Some of the residents did not normally participate in the LTC activities, but they too got excited about playing on the Yeti tablet. “Many residents who don't usually participate in anything liked it. They liked to play with it a lot. So, I think it's nice that we got something to do with them.” Interviewee 3.
The poor cognition of the residents was a challenge. Poor memory challenged the adoption of new technology and for many residents, the purpose of the Yetitablet and the instructions for the games always had to be repeated, and they could not remember what the Yetitablet was, even though they had used it before. This challenged the learning of how to use it. In addition, poor memory affected the use of the activity monitor. Many residents took it off because they couldn't remember its purpose. “Then that monitor was taken off the wrist pretty quickly. I guess it just felt weird and they wondered what it is, and then just took it off.” Interviewee 2. A poor cognition also challenged gaming. Two residents had problems concentrating on gaming and could leave in the middle of the session. Also changes in medication, for example, caused confusion in a resident, which prevented participation in the intervention.
Identifying individually suitable games for residents affects the use of Yetitablet. The games were mostly liked by the residents and Yetitablet had interesting games for most of the residents. “All those word games were his favorites, but he also played all the other games, even though he thought they were too easy, he still got excited about them. He wouldn't quit playing those games on his own.” Interviewee 2. For some of the residents, there was a lack of suitable games. Some residents thought the games were childish and pointless.
The success of using the touchscreen contributed to the success of the residents’ gaming. There were some problems with using the touch screen, but mainly the residents were able to use the touchscreen successfully. First the use of the touch screen was new for the residents but once they learned to use it was easy. Residents learned the use individually and for some it was easy and for some learning took more time. “In my opinion, it depended on the person (success of using the touch screen). Others were just doing really well.” Interviewee 2.