{"title":"Engaging in preferred computer activities and cognitive outcome","authors":"Sunghee H. Tak, PhD, MPH, RN","doi":"10.5055/ajrt.2021.0237","DOIUrl":null,"url":null,"abstract":"Valuing an individual’s choice in activities is important in person-centered dementia care. This study examined changes in cognitive function among long-term care residents with dementia, following engagement in preferred computer activities. Over a 7-week period, a total of 585 observational activity-monitoring logs from 26 participants were collected. The most frequently selected computer activities were playing computer games and watching audio-visual media. Cognitive function significantly improved more in participants who spent more than 580 minutes on computer activities than those who spent less. A regression analysis showed that time spent in playing computer games was the only predictor to explain changes in cognitive function. The findings suggested that engaging in preferred computer activities may not only be meaningful and enjoyable but also promote cognitive function.","PeriodicalId":90432,"journal":{"name":"American journal of recreation therapy","volume":" ","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"American journal of recreation therapy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5055/ajrt.2021.0237","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Valuing an individual’s choice in activities is important in person-centered dementia care. This study examined changes in cognitive function among long-term care residents with dementia, following engagement in preferred computer activities. Over a 7-week period, a total of 585 observational activity-monitoring logs from 26 participants were collected. The most frequently selected computer activities were playing computer games and watching audio-visual media. Cognitive function significantly improved more in participants who spent more than 580 minutes on computer activities than those who spent less. A regression analysis showed that time spent in playing computer games was the only predictor to explain changes in cognitive function. The findings suggested that engaging in preferred computer activities may not only be meaningful and enjoyable but also promote cognitive function.