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Rosa M., Souza M. (2021) Monitoring social functioning using board games – 2 case studies with cognitive decline, Journal of Aging & Innovation, 10 (3): ARTIGO ORIGINAL: Rosa M., Souza M. (2021) social functioning using board games – 2 124 - Monitoring 138 case studies with cognitive decline, Journal of Aging & Innovation, 10 (3): 124 - 138

 ARTIGO ORIGINAL

Monitoring social functioning using board games – 2 case studies with cognitive decline Monitorizar a função social através do jogo de tabuleiro – 2 estudos de caso com declínio cognitivo Monitoreo de la función social a través del juego de mesa: 2 estudios de casos con deterioro cognitivo Marlene Cristina Neves Rosa1, Micael da Silva e Souza2

1 – PhD, Polytechnic Institute of Leiria, School of Health Sciences, ciTechCare - Center for Innovative Care and Health Technology. https://orcid.org/0000-0001-8276-655X 2 – PhD, Department of the Civil Engineering, University of Coimbra, Portugal (CITTA). Corresponding Author: marlene.rosa@ipleiria.pt Author Note This manuscript had no specific funding sources; The authors disclose any financial and personal relationships with other people or organizations that could inappropriately influence (bias) their work

ABSTRACT Aim: This study aimed to test Board Games as a performance-based method to monitoring social functioning in people with cognitive decline and dementia. Method: A pilot board game-based session was implemented in 2 study cases. Junk Art was the game chosen for testing, including serious adaptations (Part I, free exploration of game components; Part 2, implementation of game rules) for recreation of social behaviours related to daily experiences and older personal memories. Session was video recorded and players’ interactions with the game system were accounted to characterise individual participation profile and differences between players’ participation profile. Results: A female (Player 1 (P1) - 89yrs; mild cognitive deficit) and a male (Player 2 (P2) - 71yrs; moderate stage of dementia) participated in this study. Contrarily to P2, the P1 demonstrated a quite balanced performance between Part 1 and Part 2, e.g., P1 - 51.5% Social interaction vs P2 - 65.5% Social interaction between players. In total, P1 had 68 interactions, while P2 had only 29 interactions. Conclusions: The Junk Art was able to detect players with higher cognitive impairment, demonstrating potential for evaluating social functioning, including number of social interactions, of memories recall and creativity thinking. Key words: diagnostic; game; aged

JOURNAL OF AGING AND INNOVATION, DEZEMBRO, 2021, 10 (3)  ISSN: 2182-696X  http://journalofagingandinnovation.org/ DOI: 10.36957/jai.2182-696X.v10i3-8

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