Promoting brain health across the life course using serious games

Dementia prevalence is projected to triple globally by 20401, highlighting the urgent need for effective primary prevention strategies. Promoting healthy behaviours in<br/>childhood may enhance long-term adherence to lifestyle practices that support brain health. However, a range of lifestyle factors in midlife also pose increased risks for<br/>dementia. Therefore, we considered a life course perspective in how best to support children and adults in promoting understanding of lifestyle factors that influence<br/>brain health to reduce the risk of dementia.<br/><br/>Serious digital games (SDGs) are an engaging and interactive approach to education and behaviour change yet no SDGs currently exist to promote the understanding<br/>of brain health and Dementia Risk Reduction (DRR) in children or adults. Using the team’s previous expertise in co-designing Dementia awareness games for children <br/>and adults , the team co-designed novel SDG’s promoting awareness and understanding of brain health and potential for dementia risk reduction, with children and adults in Northern Ireland. We undertook two co-design processes: one with children aged 8-11 years from low socioeconomic areas (2023) and one with university<br/>nursing students who had experience of health promotion with adults (2025) resulting in two serious digital games developed by Focus Games LtdTM.<br/><br/>Both studies demonstrate ‘evidence of promise’ for early-stage intervention, demonstrating improvement in both children’s and adults’ awareness of brain health and Dementia risk reduction following SDG gameplay. Further research is required to identify how SDG’s might influence longer term behaviour change to positively influence brain health.

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Publication Details

Journal
Research Portal (Queen's University Belfast)
Published
2025-10-08
Primary Topic
Dementia and Cognitive Impairment Research
Type
article
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article

Promoting brain health across the life course using serious games

Rebecca F. Townsend, Gillian Carter, Claire; id_orcid 0000-0001-8512-3293 McEvoy, Gary; id_orcid 0000-0003-2133-2998 Mitchell et al.
Research Portal (Queen's University Belfast)
Dementia and Cognitive Impairment Research
article

Promoting brain health across the life course using serious games

Rebecca F. Townsend, Gillian Carter, Claire; id_orcid 0000-0001-8512-3293 McEvoy, Gary; id_orcid 0000-0003-2133-2998 Mitchell, Stephanie; id_orcid 0000-0003-0783-4975 Craig, Patrick; id_orcid 0000-0003-2659-0865 Stark, Tara; id_orcid 0009-0005-3611-3431 Anderson, Elizabeth; id_orcid 0009-0000-0445-9052 Henderson, Christine; id_orcid 0000-0002-7861-9538 Brown Wilson, Sonya; id_orcid 0000-0002-6871-0215 Clarke
article en

Abstract

Dementia prevalence is projected to triple globally by 20401, highlighting the urgent need for effective primary prevention strategies. Promoting healthy behaviours in<br/>childhood may enhance long-term adherence to lifestyle practices that support brain health. However, a range of lifestyle factors in midlife also pose increased risks for<br/>dementia. Therefore, we considered a life course perspective in how best to support children and adults in promoting understanding of lifestyle factors that influence<br/>brain health to reduce the risk of dementia.<br/><br/>Serious digital games (SDGs) are an engaging and interactive approach to education and behaviour change yet no SDGs currently exist to promote the understanding<br/>of brain health and Dementia Risk Reduction (DRR) in children or adults. Using the team’s previous expertise in co-designing Dementia awareness games for children <br/>and adults , the team co-designed novel SDG’s promoting awareness and understanding of brain health and potential for dementia risk reduction, with children and adults in Northern Ireland. We undertook two co-design processes: one with children aged 8-11 years from low socioeconomic areas (2023) and one with university<br/>nursing students who had experience of health promotion with adults (2025) resulting in two serious digital games developed by Focus Games LtdTM.<br/><br/>Both studies demonstrate ‘evidence of promise’ for early-stage intervention, demonstrating improvement in both children’s and adults’ awareness of brain health and Dementia risk reduction following SDG gameplay. Further research is required to identify how SDG’s might influence longer term behaviour change to positively influence brain health.

Research Portal (Queen's University Belfast)
Openalex Percentile: Top 26%
Dementia and Cognitive Impairment Research
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