Careplay: the back story

Mentia Health’s CarePlay videogame is a new way for aged care staff to learn about brain changes due to dementia, recasting behavioural responses as ways to communicate rather than problems to be managed. Our cofounder and chief scientist, Dr Mandy Salomon, give us the backstory:

Mandy: CarePlay began with a simple question: How do we train the next generation of care partners in ways that match their learning styles? I’m sure we’ve all had our fair share of textbooks, lectures, and e-learning modules, and skipping through the multiple-choice questions as quickly as we can without really thinking. But learning doesn’t have to be that way. A growing body of research shows what many younger learners already know: games can be powerful teachers. They love learning through games. And gaming amongst older adults is on the rise: not only is it fun, but it improves retention and brain plasticity. At Mentia Health, we asked: why not give upcoming generations of carers the same opportunity, i.e., immersive engagement for skill-building?

The other compelling reason were the changing demography of the aged care workforce, with new positions being filled by overseas talent. For these trainees, the extra demands of writing and reading in a foreign language can cause stress and discouragement. Our sector needs to do everything it can to attract staff. We don’t want a one-size-fits-all learning process that turns people off before they even get started.

Mandy: CarePlay scenarios are visual and interactive, steeped in narrative. Players get to know the characters, and the bonding and empathy that develops is real. It’s a discovery game; we wanted players to explore and be curious. There is no instruction book. The game starts inside a virtual aged-care home, and soon they encounter four residents. Each has a rich history and relatable needs, but dementia causes them to react in ways the player may not understand. To progress through the game, players must stop, think, observe, and respond to each character. Pretty quickly, they learn that choices have consequences—positive or negative—mirroring the realities of real-world care.

Mandy: Each scenario features a resident. I’m fond of them all! They are a diverse bunch, with different ethnicities and strong personalities. I have a soft spot for Mr Roberts, a retired Marine who served in Operation Desert Storm, who has a penchant for loud music. He’s imposing and gruff when it comes to changing his clothes. Players learn techniques for rapport-building that preserves his dignity. The outcomes unfold immediately, reinforcing communication strategies that de-escalate tension rather than heighten it.

Mandy: Well, for anyone wanting to hack the game, sorry to say, there is no formula. As in the real world, there is more than one way to solve a care challenge. There is no ‘right’ and ‘wrong’ by decree. Players learn by trying, getting feedback, and trying again. This trial-and-error loop encourages reflexive practice, a core ingredient in turning knowledge into confident action. Having said that, players are not left on their own. We have a very chatty bird character who loves to give advice!

Mandy: Each scenario – there are currently ten in our first module, more modules to come – takes around ten minutes to complete. It’s bite-sized learning. CarePlay is available on the Apple App Store and Google Play Store and can be played on iPads, tablets, and smartphones anytime, anywhere. It could be played during a weekly toolbox session, with players buddying up over a tablet, discussing the scenarios together, comparing strategies, sharing stories, and relating the game to situations they’ve experienced. Or it could be played individually during a commute or at the start or end of a shift. We leave it to the registering organisation to define how CarePlay will be rolled out.

Mandy: We’ve done pilots in New Zealand and the USA. At the outset, a couple of people were unsure about a turning a serious topic into a game, but in the exit interviews, their retention of knowledge scores were very high, and they indicated that they would recommend CarePlay to others. Actually, in a cohort of 40, the net-promoter score was 100%. Even experienced dementia care staff (one or more years in memory care) reported fresh insights. Some commented that it was a safe space to practice, without any risk. A frequent response was “We want more.” And of course, we would love to build extra modules; there are so many topics to cover.

Mandy: Yes! A big shoutout to the team that brought CarePlay to life. We had dementia subject-matter experts and game designers working side by side; the creative juices were really flowing. And of course, an ambitious project like this needs its angels. We were very fortunate to receive support from the California Department of Aging to help bring CarePlay to life.