Exploring the use of a dementia game for raising public awareness in Singapore: a descriptive qualitative study

As the population of individuals living with dementia is estimated to increase significantly, addressing stereotypes and stigma associated with the condition has become crucial. Despite the widespread negative cultural depictions contributing to this stigma, the research on evidence-based interventions remains limited. Drawing from successful dementia awareness initiatives in the UK, this study aims to explore the use of a dementia game to raise public attitudes and knowledge of dementia in Singapore. An interpretive qualitative approach was adopted using focus group discussions (FGs). Participants were recruited through advertisements and word-of-mouth from the Singapore Institute of Technology and Dementia Singapore. A total of 19 individuals played a Dementia awareness game followed by participation in the FGs. The FGs were conducted virtually and video-recorded to facilitate data analysis. Thematic analysis was used to reveal patterns and themes arising from the data. The results showed self-reported positive shifts in attitudes and knowledge. The majority of participants reported increased understanding and empathy towards persons living with dementia. Participants described gaining new knowledge about dementia, challenging stereotypes, and clarifying misconceptions. Participants who did not experience significant changes had previously worked in dementia care with prior training. Participants also provided valuable feedback on the game’s potential as an educational tool, suggesting improvements such as incorporating storytelling elements and identifying future target audiences in children. The dementia game enhances understanding, fosters empathy and dispels misconceptions, suggesting potential for diverse educational applications and the need for further research on this topic.

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Publication Details

Journal
BMC Public Health
Published
2026-02-16
DOI
https://doi.org/10.1186/s12889-025-26166-7
Primary Topic
Dementia and Cognitive Impairment Research
Type
article
Field-Weighted Citation Impact
0.00
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article

Exploring the use of a dementia game for raising public awareness in Singapore: a descriptive qualitative study

Gary A. Mitchell, Stephanie G. Craig, Elaine Kee Chen Siow, Shawn Tan Hao Xuan et al.
BMC Public Health
Dementia and Cognitive Impairment Research
article

Exploring the use of a dementia game for raising public awareness in Singapore: a descriptive qualitative study

Gary A. Mitchell, Stephanie G. Craig, Elaine Kee Chen Siow, Shawn Tan Hao Xuan, Peter Kay Chai Tay
article en

Abstract

As the population of individuals living with dementia is estimated to increase significantly, addressing stereotypes and stigma associated with the condition has become crucial. Despite the widespread negative cultural depictions contributing to this stigma, the research on evidence-based interventions remains limited. Drawing from successful dementia awareness initiatives in the UK, this study aims to explore the use of a dementia game to raise public attitudes and knowledge of dementia in Singapore. An interpretive qualitative approach was adopted using focus group discussions (FGs). Participants were recruited through advertisements and word-of-mouth from the Singapore Institute of Technology and Dementia Singapore. A total of 19 individuals played a Dementia awareness game followed by participation in the FGs. The FGs were conducted virtually and video-recorded to facilitate data analysis. Thematic analysis was used to reveal patterns and themes arising from the data. The results showed self-reported positive shifts in attitudes and knowledge. The majority of participants reported increased understanding and empathy towards persons living with dementia. Participants described gaining new knowledge about dementia, challenging stereotypes, and clarifying misconceptions. Participants who did not experience significant changes had previously worked in dementia care with prior training. Participants also provided valuable feedback on the game’s potential as an educational tool, suggesting improvements such as incorporating storytelling elements and identifying future target audiences in children. The dementia game enhances understanding, fosters empathy and dispels misconceptions, suggesting potential for diverse educational applications and the need for further research on this topic.

BMC Public HealthVol. 26(1)
Queen's University Belfast (GB), Singapore Institute of Technology (SG)
Quality Education
Openalex Percentile: Top 57%
Dementia and Cognitive Impairment Research
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