Please use this identifier to cite or link to this item: http://hdl.handle.net/123456789/4237
DC FieldValueLanguage
dc.contributor.authorLaura Lim Sie-Yien_US
dc.contributor.authorNoraziah ChePaen_US
dc.contributor.authorYusoff, Nen_US
dc.contributor.authorWan Ahmad Jaafar Wan Yahayaen_US
dc.contributor.authorRusdi Ishaken_US
dc.date.accessioned2023-01-12T04:12:56Z-
dc.date.available2023-01-12T04:12:56Z-
dc.date.issued2022-
dc.identifier.issn2821-3467-
dc.identifier.urihttp://hdl.handle.net/123456789/4237-
dc.descriptionMyciteen_US
dc.description.abstractGame interventions have been demonstrated to have significant effects in terms of increasing treatment adherence and accessibility in the health profession. The use of game has a great therapeutic influence on the experience when doing recovery workouts. Due to its strengths, a game-based intervention model for elderly with memory disorder is proposed. The proposed model consists of both exogenous and instantaneous factors as its main components. Nine exogenous factors are attitude, emotion, skill, belief; support, attractive, fun, reminiscence, complexity. Six instantaneous factors are perceived focus, enjoyment, motivation, comfortability, perceived control, and boredom. To ensure its correctness, verification procedure has been carried out by using an expert review approach involving five experts from three different domains. Qualitative and quantitative feedbacks from the experts are used in refining the proposed model. Our works can be extended by incorporating other related theories to strengthen the model such as reminiscence and flow theories. The improved model is significant in providing a guideline of game-based intervention to other related domains. Our works are believed as effective in improving cognition among elderly, the interesting and positive findings can be attributed to the integration of digital game and psychotherapy for elderly, particularly those with memory disorder symptoms.en_US
dc.description.sponsorshipMinistry of Higher Education Malaysiaen_US
dc.language.isoenen_US
dc.publisherUTM Pressen_US
dc.relationFundamental Research Grant Scheme (FRGS/1/2019/ICT02/UUM/02/4)en_US
dc.relation.ispartofJournal of Human Centered Technologyen_US
dc.subjectElderlyen_US
dc.subjectExpert reviewen_US
dc.subjectGame-based interventionen_US
dc.subjectMemory disorderen_US
dc.subjectModel verificationen_US
dc.titleVerification of Game-Based Psychotherapy Intervention Model for Elderly with Memory Disorder Using Expert Review Approachen_US
dc.typeNationalen_US
dc.identifier.doi10.11113/humentech.v1n2.23-
dc.description.page64 – 80en_US
dc.volume1(2)en_US
dc.description.articleno2en_US
dc.description.typeArticleen_US
item.fulltextWith Fulltext-
item.openairetypeNational-
item.languageiso639-1en-
item.grantfulltextopen-
crisitem.author.deptUniversiti Malaysia Kelantan-
crisitem.author.orcid0000-0003-2703-2531-
Appears in Collections:Journal Indexed MyCite - FSDK
Files in This Item:
File Description SizeFormat
2022 - Journal of HumanTech - Verification of Game-Based Psychotherapy Intervention.pdf555.67 kBAdobe PDFView/Open
Show simple item record

Google ScholarTM

Check

Altmetric

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.