CogniFun!: Diseño de juego de mesa para la mejora de las facultades cognitivas y sociales en adultos mayores de 65 años a más
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Pontificia Universidad Católica del Perú
Acceso al texto completo solo para la Comunidad PUCP
Resumen
El ascenso de la población adulta mayor es una tendencia mundial, presente también
en el Perú. No obstante, a pesar del creciente aumento de este grupo de personas, a nivel
nacional, las necesidades del adulto mayor son desatendidas. En el país, se registra una
carencia de servicios de salud orientados a este público y, las ofertas existentes no son
accesibles para todos.
A la par, hay un incremento de casos de trastornos cognitivos como la demencia y se
prevé su aumento en los próximos años. Frente a esta problemática se manifiesta la necesidad
de crear iniciativas orientadas a la salud cognitiva en el adulto mayor. Sin embargo, en el Perú
hay pocos estudios actuales sobre el deterioro cognitivo en esta población etárea. Igualmente,
las enfermedades de salud mental en este público son desatendidas. Todos estos factores
comprometen la prevención de los trastornos cognitivos. Al desatenderse la salud cognitiva,
se incrementa el riesgo de dependencia a otras personas por la pérdida de las facultades
funcionales. Asimismo, la asociación entre el deterioro cognitivo y la depresión es
preocupante, ya que durante la vejez se presentan cambios socioemocionales importantes.
La presente investigación parte de la insuficiente estimulación cognitiva en la rutina
diaria del adulto mayor que disminuye su calidad de vida, afectando su bienestar emocional y
deteriorando su salud mental. El presente estudio profundiza en dicha problemática con
personas mayores de un club de esparcimiento en Lima Metropolitana. Los hallazgos
principales revelan que el trabajo cognitivo no es parte de su rutina diaria, pero se considera
fundamental para mantenerse saludable, valorándose como una obligación y una tarea
demandante. En contraste, las actividades sociales son más motivadoras para los participantes,
al ser percibidas como beneficiosas para su bienestar emocional.
En respuesta, desde el diseño, se propone la creación de CogniFun!, un juego de mesa
que estimula tanto las facultades cognitivas como sociales. Mediante marcos de diseño como
Mechanics-Dynamics-Aesthetics y Game-Based Learning, se vincula el factor social con el
ejercicio mental por medio de un juego de mesa personalizado para el adulto mayor. En base a
las metodologías de Design Thinking y User Experience Design, se crea una trivia de
preguntas sobre los principales gustos del público estudiado que evoca recuerdos
significativos o de conocimiento general. Además, el proceso incluye la contribución de
expertos en juegos de mesa, diseño y de la salud mental del adulto mayor. El objetivo
principal de CogniFun! es contribuir positivamente en la salud integral de las personas
mayores, mediante una propuesta diseñada desde un enfoque centrado al usuario.
As the proportion of the older adult population continues to grow, it becomes necessary to create initiatives oriented to cognitive health, as cognitive disorders are frequently observed and are predicted to rise in the next few years in Peru. Despite that, modern research on cognitive decline remains limited, basic health services are not easily accessible and mental disorders in elderly people often receive insufficient clinical attention. All these factors compromise the prevention of cognitive impairments. As a result, cognitive stimulation is insufficient, negatively impacting quality of life, reducing emotional well-being and contributing to mental health deterioration. Such circumstances may foster dependence on other people due to the loss of functional abilities. Moreover, the correlation between cognitive decline and depression is alarming, considering the complex socioemotional shifts that occur with aging. From a design perspective, this study applied Design Thinking and User Experience Design methodologies to explore in depth the issue with older adults from a recreational centre. The main findings revealed that cognitive activities, although not part of participants’ daily routines, were considered essential for preserving mental health. However, they were also perceived as obligatory and mentally demanding. In contrast, social activities were embraced more positively, as they were associated with emotional well-being. As a response, the development of CogniFun! is proposed, a board game designed to enhance cognitive and social faculties among older adults. By employing game creation models such as Mechanics-Dynamics-Aesthetics and Game-Based Learning, the proposed board game integrates social engagement with cognitive stimulation through a personalized format. The game follows a trivia format centered on topics that resonate with older adults, aiming to evoke meaningful memories or general knowledge Its primary goal is to promote holistic well-being through a user-centered game design.
As the proportion of the older adult population continues to grow, it becomes necessary to create initiatives oriented to cognitive health, as cognitive disorders are frequently observed and are predicted to rise in the next few years in Peru. Despite that, modern research on cognitive decline remains limited, basic health services are not easily accessible and mental disorders in elderly people often receive insufficient clinical attention. All these factors compromise the prevention of cognitive impairments. As a result, cognitive stimulation is insufficient, negatively impacting quality of life, reducing emotional well-being and contributing to mental health deterioration. Such circumstances may foster dependence on other people due to the loss of functional abilities. Moreover, the correlation between cognitive decline and depression is alarming, considering the complex socioemotional shifts that occur with aging. From a design perspective, this study applied Design Thinking and User Experience Design methodologies to explore in depth the issue with older adults from a recreational centre. The main findings revealed that cognitive activities, although not part of participants’ daily routines, were considered essential for preserving mental health. However, they were also perceived as obligatory and mentally demanding. In contrast, social activities were embraced more positively, as they were associated with emotional well-being. As a response, the development of CogniFun! is proposed, a board game designed to enhance cognitive and social faculties among older adults. By employing game creation models such as Mechanics-Dynamics-Aesthetics and Game-Based Learning, the proposed board game integrates social engagement with cognitive stimulation through a personalized format. The game follows a trivia format centered on topics that resonate with older adults, aiming to evoke meaningful memories or general knowledge Its primary goal is to promote holistic well-being through a user-centered game design.
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Juegos de mesa--Diseño--Perú, Personas adultas mayores--Salud e higiene--Perú, Autocuidado en salud--Perú, Calidad de vida--Perú, Trastornos cognitivos en la vejez--Perú--Prevención
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