Impact of a Virtual Game, 'Name That Band,' on Older People's and PharmD Students' Feelings of Social Isolation During COVID-19.

Q2 Medicine
Alison M Weygint, Brooke T Whittington, Jeannie K Lee, Ashley M Campbell
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引用次数: 0

Abstract

Background Prior to the COVID-19 pandemic, PharmD students at the University of Arizona (UArizona) had a long-standing relationship with the older people at St. Luke's Home, a local Eden Alternative assisted-living community. Hosting community engagement programs for assisted-living residents was challenging with COVID-19 precautions and older individuals suffering from social isolation and loneliness. Objective To determine the impact of playing a virtual game, 'Name That Band,' on older people's and PharmD students' feelings of social isolation during the COVID-19 pandemic. Methods Questionnaires were administered before and after a virtual game to residents at St. Luke's Home and PharmD students at UArizona. Participants were asked about their mood before COVID-19 and pre-and postgame, as well as their social interactions and feelings of loneliness using the Modified UCLA Three-Item Loneliness Scale, which assesses a composite score of lack of companionship, feelings of being left out, and isolation. Results Fifteen older people and 11 students participated in the game (N = 26). All participants completed the pregame survey and 25 completed the postgame survey. The older people reported fewer feelings of isolation and loneliness (measured by a reduction in UCLA Loneliness Scale score) postgame compared with pregame. The students reported a higher total UCLA Loneliness Scale score during the pandemic than prepandemic, but there was no difference in their scores postgame compared with pregame. More older people and students reported feeling 'happy' after playing the virtual game together compared with before the pandemic and before playing. The aspect of the activity that helped older people and students feel more socially engaged was playing a game. Conclusion A social intervention using a virtual game may be a tool that can be used to decrease feelings of isolation and increase engagement for older people residing in an assisted-living community.

在 COVID-19 期间,虚拟游戏 "乐队名称 "对老年人和药学博士生社交孤立感的影响。
背景 在 COVID-19 大流行之前,亚利桑那大学 (UArizona) 的药剂学博士生与当地伊甸园替代性辅助生活社区 St.由于 COVID-19 的预防措施以及老年人遭受社会隔离和孤独的困扰,为协助生活的居民举办社区参与计划具有挑战性。目标 确定在 COVID-19 大流行期间,玩虚拟游戏 "说出那个乐队的名字 "对老年人和药学博士生的社会隔离感的影响。方法 在虚拟游戏前后对圣路加养老院的居民和亚利桑那大学的药学博士生进行问卷调查。问卷调查了参与者在 COVID-19 之前和游戏前后的情绪,以及他们的社交互动和孤独感,采用的是修改后的 UCLA 孤独感三项目量表,该量表评估了缺乏陪伴、被冷落感和孤独感的综合得分。结果 15 名老年人和 11 名学生参加了游戏(N = 26)。所有参与者都完成了赛前调查,25 人完成了赛后调查。与赛前相比,赛后老年人报告的孤独感和孤立感减少了(以加州大学洛杉矶分校孤独感量表得分的减少来衡量)。学生在大流行期间的 UCLA 孤独感量表总分高于大流行前,但他们在大流行后的得分与大流行前相比没有差异。与大流行前和游戏前相比,更多的老年人和学生表示在一起玩虚拟游戏后感到 "快乐"。活动中让老年人和学生感觉更有社会参与感的方面是玩游戏。结论 利用虚拟游戏进行社交干预可能是一种工具,可用来减少居住在辅助生活社区的老年人的孤独感并提高他们的参与度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Senior Care Pharmacist
Senior Care Pharmacist PHARMACOLOGY & PHARMACY-
CiteScore
1.30
自引率
0.00%
发文量
160
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