Preventive Socio-Technology for the Increasing Ageing Population: Apps as a Way to Improve the (social) Wellbeing of Elderly
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Abstract
Background
The aging European society faces social consequences when especially the oldest part of the population holds a risk of becoming isolated and lonely, as they grow old and their work related networks erode as well as the higher risk of losing dear one’s or ‘losing oneself’ to different kinds of illnesses. In those cases growing old may imply depression and an increased risk of dementia. Feelings of loneliness significantly predict important clinical endpoints - cognitive decline and institutionalization - of elderly individuals during a 10-year follow-up. An inactive and socially isolated life has serious negative consequences for both the elderly and the rising costs associated with health care in society. Not only the number but especially the quality of the contacts is crucial.
Objective
The tendency for more elderly people living in their own homes instead of living in retirement or residential homes, created an opportunity for developing a set of games (apps) on a tablet as a tool for increasing social wellbeing, targeting at independent elderly people living at home. The Storyville apps build on the idea that in storytelling and reminiscing people re-establish their identity and relationships that are empowering them. The project integrated the individual and societal level with the commercial perspectives in four European countries: Denmark, Finland, The Netherlands and Sweden. The Northern countries are forerunners and leading societies in utilizing ICT-based services and businesswise they provide a very credible business innovation ecosystem for the development and dissemination of the apps.
Methods
A cross-national (Denmark, Finland, the Netherlands and Sweden) ethnographic based analysis was conducted. Through co-creation workshops, as well as in-depth interviews, the scope of the study was to gain insight in the needs and wishes of elderly. Central to the living lab method is the user as the guarantor for successful innovation and development of a product or service that meets the needs of the users. The apps were developed in an iterative process, together with the users. Field trials were held in Finland and Sweden, including a questionnaire to be filled in, to give input for the development of the game. Impact studies were conducted (n=120) afterwards to test if the apps had the desired outcome.
Results
The results were overall positive. 61% (n=107) felt more connected through the game. 65% had a positive feeling on their self-esteem. In Finland the seniors were more sceptical than in Sweden. Half of the participants thought it to be positive as a way to support togetherness and reminisce. The seniors that were interested in the games were quite willing to pay for it (around 20-50 euros).
Conclusions
The overall conclusions for the anticipated impact were: increased feeling of happiness and joy after playing the games. A strong majority of the respondents believe that the games could be of good use at day care centers.
The desired outcome of the games, namely to improve social connectedness and in this way add to the overall feeling of wellbeing, is supported in the impact studies
The aging European society faces social consequences when especially the oldest part of the population holds a risk of becoming isolated and lonely, as they grow old and their work related networks erode as well as the higher risk of losing dear one’s or ‘losing oneself’ to different kinds of illnesses. In those cases growing old may imply depression and an increased risk of dementia. Feelings of loneliness significantly predict important clinical endpoints - cognitive decline and institutionalization - of elderly individuals during a 10-year follow-up. An inactive and socially isolated life has serious negative consequences for both the elderly and the rising costs associated with health care in society. Not only the number but especially the quality of the contacts is crucial.
Objective
The tendency for more elderly people living in their own homes instead of living in retirement or residential homes, created an opportunity for developing a set of games (apps) on a tablet as a tool for increasing social wellbeing, targeting at independent elderly people living at home. The Storyville apps build on the idea that in storytelling and reminiscing people re-establish their identity and relationships that are empowering them. The project integrated the individual and societal level with the commercial perspectives in four European countries: Denmark, Finland, The Netherlands and Sweden. The Northern countries are forerunners and leading societies in utilizing ICT-based services and businesswise they provide a very credible business innovation ecosystem for the development and dissemination of the apps.
Methods
A cross-national (Denmark, Finland, the Netherlands and Sweden) ethnographic based analysis was conducted. Through co-creation workshops, as well as in-depth interviews, the scope of the study was to gain insight in the needs and wishes of elderly. Central to the living lab method is the user as the guarantor for successful innovation and development of a product or service that meets the needs of the users. The apps were developed in an iterative process, together with the users. Field trials were held in Finland and Sweden, including a questionnaire to be filled in, to give input for the development of the game. Impact studies were conducted (n=120) afterwards to test if the apps had the desired outcome.
Results
The results were overall positive. 61% (n=107) felt more connected through the game. 65% had a positive feeling on their self-esteem. In Finland the seniors were more sceptical than in Sweden. Half of the participants thought it to be positive as a way to support togetherness and reminisce. The seniors that were interested in the games were quite willing to pay for it (around 20-50 euros).
Conclusions
The overall conclusions for the anticipated impact were: increased feeling of happiness and joy after playing the games. A strong majority of the respondents believe that the games could be of good use at day care centers.
The desired outcome of the games, namely to improve social connectedness and in this way add to the overall feeling of wellbeing, is supported in the impact studies
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