Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general population

Abstract Background Receiving and accessing care after a diagnosis of dementia, both for the person and their carer, are fraught with inequalities. The aim of this public engagement activity was to co‐produce a board game about dementia inequalities to facilitate learning, dialogue and educate about...

Full description

Saved in:
Bibliographic Details
Main Authors: Clarissa Giebel, Kerry Hanna, Hilary Tetlow, Mark Gabbay, Jacqui Cannon
Format: Article
Language:English
Published: Wiley 2024-02-01
Series:Health Expectations
Subjects:
Online Access:https://doi.org/10.1111/hex.13977
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1849227396261085184
author Clarissa Giebel
Kerry Hanna
Hilary Tetlow
Mark Gabbay
Jacqui Cannon
author_facet Clarissa Giebel
Kerry Hanna
Hilary Tetlow
Mark Gabbay
Jacqui Cannon
author_sort Clarissa Giebel
collection DOAJ
description Abstract Background Receiving and accessing care after a diagnosis of dementia, both for the person and their carer, are fraught with inequalities. The aim of this public engagement activity was to co‐produce a board game about dementia inequalities to facilitate learning, dialogue and educate about different barriers, and facilitators, to diagnosis and care and to test the game's impact on dementia knowledge with the general public. Methods Two virtual and two face‐to‐face workshops with people with dementia, unpaid carers, health and social care professionals and Third Sector representatives were held between October 2022 and June 2023. Virtual workshops involved discussions of inequalities and how a board game may feature inequalities. The first face‐to‐face workshop was split into the same activities, aided by outcomes from workshops 1 and 2. Workshop 4 attendees tested the prototype. The impact of the game on knowledge about dementia and inequalities was tested at a game play workshop in October 2023. Results Forty stakeholders attended four workshops. Workshops provided step‐by‐step thoughts on how the game could be designed or modified. The final game, prototype tested in workshop 4, consists of a one‐sided, two‐half board depicting the prediagnosis process (left half) and postdiagnosis process (right half). Fifty‐two members of the general public participated in the game play workshop, which led to significant improvements in knowledge about dementia (p < .001) and inequalities (p < .001). Discussion The game can be used to improve knowledge about dementia inequalities for health and social care professionals, carers, people living with dementia, decision makers and the general public. Patient or Public Contribution This engagement activity fully involved people with dementia, unpaid carers, health and social care professionals and Third Sector representatives throughout, with two unpaid carers as public advisers on the team.
format Article
id doaj-art-df53690fcfe44a58b79491ad97be7405
institution Kabale University
issn 1369-6513
1369-7625
language English
publishDate 2024-02-01
publisher Wiley
record_format Article
series Health Expectations
spelling doaj-art-df53690fcfe44a58b79491ad97be74052025-08-23T11:53:04ZengWileyHealth Expectations1369-65131369-76252024-02-01271n/an/a10.1111/hex.13977Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general populationClarissa Giebel0Kerry Hanna1Hilary Tetlow2Mark Gabbay3Jacqui Cannon4Department of Primary Care and Mental Health University of Liverpool Liverpool UKSchool of Health Sciences University of Liverpool Liverpool UKNIHR Applied Research Collaboration North West Coast Liverpool UKDepartment of Primary Care and Mental Health University of Liverpool Liverpool UKNIHR Applied Research Collaboration North West Coast Liverpool UKAbstract Background Receiving and accessing care after a diagnosis of dementia, both for the person and their carer, are fraught with inequalities. The aim of this public engagement activity was to co‐produce a board game about dementia inequalities to facilitate learning, dialogue and educate about different barriers, and facilitators, to diagnosis and care and to test the game's impact on dementia knowledge with the general public. Methods Two virtual and two face‐to‐face workshops with people with dementia, unpaid carers, health and social care professionals and Third Sector representatives were held between October 2022 and June 2023. Virtual workshops involved discussions of inequalities and how a board game may feature inequalities. The first face‐to‐face workshop was split into the same activities, aided by outcomes from workshops 1 and 2. Workshop 4 attendees tested the prototype. The impact of the game on knowledge about dementia and inequalities was tested at a game play workshop in October 2023. Results Forty stakeholders attended four workshops. Workshops provided step‐by‐step thoughts on how the game could be designed or modified. The final game, prototype tested in workshop 4, consists of a one‐sided, two‐half board depicting the prediagnosis process (left half) and postdiagnosis process (right half). Fifty‐two members of the general public participated in the game play workshop, which led to significant improvements in knowledge about dementia (p < .001) and inequalities (p < .001). Discussion The game can be used to improve knowledge about dementia inequalities for health and social care professionals, carers, people living with dementia, decision makers and the general public. Patient or Public Contribution This engagement activity fully involved people with dementia, unpaid carers, health and social care professionals and Third Sector representatives throughout, with two unpaid carers as public advisers on the team.https://doi.org/10.1111/hex.13977dementiadiagnosisgameinequalitiessocial care
spellingShingle Clarissa Giebel
Kerry Hanna
Hilary Tetlow
Mark Gabbay
Jacqui Cannon
Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general population
Health Expectations
dementia
diagnosis
game
inequalities
social care
title Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general population
title_full Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general population
title_fullStr Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general population
title_full_unstemmed Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general population
title_short Co‐producing a board game to learn and engage about dementia inequalities: First impacts on knowledge in the general population
title_sort co producing a board game to learn and engage about dementia inequalities first impacts on knowledge in the general population
topic dementia
diagnosis
game
inequalities
social care
url https://doi.org/10.1111/hex.13977
work_keys_str_mv AT clarissagiebel coproducingaboardgametolearnandengageaboutdementiainequalitiesfirstimpactsonknowledgeinthegeneralpopulation
AT kerryhanna coproducingaboardgametolearnandengageaboutdementiainequalitiesfirstimpactsonknowledgeinthegeneralpopulation
AT hilarytetlow coproducingaboardgametolearnandengageaboutdementiainequalitiesfirstimpactsonknowledgeinthegeneralpopulation
AT markgabbay coproducingaboardgametolearnandengageaboutdementiainequalitiesfirstimpactsonknowledgeinthegeneralpopulation
AT jacquicannon coproducingaboardgametolearnandengageaboutdementiainequalitiesfirstimpactsonknowledgeinthegeneralpopulation