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In this paper, a gamified social platform designed for people living with Dementia (PLWD) and their caregivers is presented. This platform constitutes a support tool that strengthens self-care and builds community capacity and engagement at the point of care. Its architecture related to gamification aspects was designed to be flexible and scalable to support personalized services such as user monitoring, social networking, cognitive skills training and improvement of the adherence to treatment guidelines for PLWD and their caregivers. Advanced visual analytics and reporting tools are available for medical professionals and social workers to support the decision-making processes. The outcomes of this approach are delivered through a set of gamification concepts running in parallel to create motivation for achieving the desired behavioural change. After projecting all user group expectations on a social game canvas, the impact evaluation will assess the intended effects of the proposed gamification approach on the welfare on PLWD and their surroundings.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 7 | |
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| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
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