Abstract

Workshops using arts and board games are forms of non-pharmacological intervention widely employed in seniors with neurocognitive disorders. However, clear guidelines on how to conduct these workshops are missing. The objective of the Art and Game project (AGAP) was to draft recommendations on the structure and content of workshops for elderly people with neurocognitive disorders and healthy seniors, with a particular focus on remote/hybrid workshops, in which at least a part of the participants is connected remotely. Recommendations were gathered using a Delphi methodology. The expert panel (N = 18) included experts in the health, art and/or board games domains. They answered questions via two rounds of web-surveys, and then discussed the results in a plenary meeting. Some of the questions were also shared with the general public (N = 101). Both the experts and the general public suggested that organizing workshops in a hybrid format (some face-to-face sessions, some virtual session) is feasible and interesting for people with neurocognitive disorders. We reported guidelines on the overall structure of workshops, practical tips on how to organize remote workshops, and a SWOT analysis of the use of remote/hybrid workshops. The guidelines may be employed by clinicians to decide, based on their needs and constraints, what interventions and what kind of workshop format to employ, as well as by researcher to standardize procedures to assess the effectiveness of non-pharmacological treatments for people with neurocognitive disorders.

Highlights

  • A workshop is an activity allowing several individuals to work together and share around an activity, a topic

  • The first objective of the Art and Game project (AGAP), initiated by the CoBTeK lab of Université Cote d’Azur (Nice, France) was to draft recommendations on the structure of workshops for elderly people with neurocognitive disorders and cognitively healthy seniors. In this project we focused on two main areas, namely arts and board games, which are both consistently used in these populations

  • Whatever the theme and the type of activity offered during a workshop, the workshop method must Facilitate social interactions between participants and with the facilitator Offer a rewarding experience for each participant and in at the same time advance the work of the group Use an underlying theory

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Summary

Introduction

A workshop is an activity allowing several individuals to work together and share around an activity, a topic. Workshops are used in different domains to promote education using interactive, sometimes ludic formats, focused on achieving practical individual or group objectives They are at the basis of all co-design approaches, in which participants are asked to generate ideas to find a solution to a problem or to brainstorm about a topic (Brown, 2008; Hamidi et al, 2014; Yock et al, 2015). Workshops can be included in the vast field of psychosocial, non-pharmacological interventions These interventions focus on psychological or social factors, can improve symptoms, functioning, quality of life and more globally aim to prevent, treat, or cure a health problem (Barbui et al, 2020). It has been highlighted that there is a lack of precise description of the non-pharmacological interventions in a consecutive sample of randomized trials, making reproducibility hard (Hoffmann et al, 2013)

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