Submitted:
13 December 2024
Posted:
16 December 2024
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Abstract
Background: This study aimed to explore stakeholders' perspectives on implementing non-digital leisure activities to promote social interaction in dementia and eldercare settings. Methods: A secondary analysis of online semi-structured interviews was conducted, focusing on nine stakeholders with expertise in dementia and eldercare. The data collected was analysed using inductive qualitative thematic analysis to identify key themes and insights. Results: Three key themes emerged, emphasizing inclusivity, usability, and context. Stakeholders highlighted the importance of tailored activities, ease of use, and privacy. Challenges included resource allocation and availability. Findings underscore the significance of supporting innovations in both digital and non-digital leisure activities within dementia and eldercare settings. Clinicians and policymakers should consider integrating inclusive activities into care plans to enhance social interaction for older adults. Future research should focus on identifying optimal levels of engagement and evaluating the effectiveness of leisure activities in promoting well-being among older adults in diverse settings. Conclusion: Despite current limitations, stakeholders affirmed the value of non-digital leisure activities, such as board games, for enhancing social interaction and well-being in dementia and eldercare settings. Integrating non-digital and digital activities was seen as promising for meeting diverse needs.
Keywords:
1. Introduction
1.1. Aging and Social Isolation
1.1.1. Leisure Activity
1.1.2. Psychological and Hedonic Leisure Activities in Ageing
1.2. Present Study
2. Materials and Methods
2.1. Design
2.2. Participants and Recruitment
2.3. Data Collection
2.4. Data Analysis
3. Results
3.1. Overview
3.1.1. Inclusivity
“I think they are really important, especially when you are managing really affected profiles in Alzheimer’s or dementia. In the past, I mean, we decided to be 100% online. But if they are really affected, you definitely need offline materials. Some kind of printed solutions, so they print some of the tasks etc.”—Industry professional (Spain).
3.1.2. Usability
“In fact, one of the reminders that we want to implement is reminding people to do things that are part of the offline. So reminding them that their crossword puzzle is, you know, in the bookshelf or on the kitchen table so that they can do those little joys and comforts.”—Industry professional (United Kingdom).
3.1.3. Context
“I think one of the things to bear in mind in terms of the way that care homes are set up is that usually, they have people that are designated activity coordinators. So they will be responsible for, well, essentially the activities and entertainment of the residents in that care home, so as I said, we’ve got to differentiate leisure activity and the actual delivery of care, right?” -Researcher (United Kingdom).
“We’ve got cohorts of patients in inpatient units that have activity coordinators and people to do these things, but not a lot of specific sort of well-being tools or something around cognition and cognitive stimulation. So I think anything that could be used in activities for patients, particularly in inpatient areas, but at home or wherever they may be, is really important. We don’t have a lot of that really”- Policy officer (United Kingdom).
4. Discussion
4.1. Promoting Inclusive Leisure Activities in Dementia and Eldercare
4.2. Clinical Implications
4.3. Limitations
5. Conclusions
Author Contribution
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgement
Conflicts of Interest
References
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| Interviewee Background | Area of Expertise | Country |
|---|---|---|
| Researcher | Technology, mental health, dementia | Canada |
| Technology design and dementia | United Kingdom | |
| Health apps and standardization | Spain | |
| Industry Professional | Operating and managing a start-up on incorporating technology into dementia care | United Kingdom |
| Sales and marketing management for a dementia technology company | France | |
| Owner of an eHealth intervention for dementia and business consultant at a multinational company | Netherlands | |
| Clinician | Occupational therapist in dementia | Netherlands |
| Policy | Local digital healthcare implementation | Netherlands |
| Management and strategic operations of a local healthcare provider network | United Kingdom |
| Themes | Explanations | Categories (example of answers) |
|---|---|---|
| 1. Inclusivity | This theme addressed the extent to which non-digital tools can meet the diverse needs of older adults, including those with advanced dementia, multiple comorbidities, or varying preferences. Inclusivity emphasizes tailoring activities to individual abilities and backgrounds, ensuring they are accessible and meaningful for all participants. | 1.1. People with advanced dementia 1.2. Older age 1.3. Need 1.4. Comorbidities 1.5. Preference |
| 2. Usability | The theme focused on practical aspects of non-digital tools, such as ease of implementation, privacy considerations, and the ability to monitor engagement and satisfaction. | 2.1. High privacy 2.2. Authenticity (joyful) 2.3. Difficult to monitor (customer service) 2.4. Accessibility 2.5. Beneficial when digital and physical are combined |
| 3. Context | This theme reflected the external factors influencing the implementation of non-digital leisure activities, such as budget constraints, available resources, and institutional priorities. | 3.1. Lack of suitable options 3.2. Aim of the product (leisure, care) 3.3. Budget 3.4. Policy and different implementation paths |
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