Do and Tell, the cultural sensitive game

Bison code: L.28306

In the Netherlands there are large health differences between people with low and high socio-economic status (SES). An interplay of several factors makes the vulnerability of migrant older people in society more worrisome than that of older people without a migration background. Language problems, lower education and income play a role. In addition, this group tends to be less healthy due to lack of exercise and an unhealthy diet, resulting in more chronic diseases (including type II diabetes, dementia) and psychological problems (depression, anxiety). Compared to older people without a migrant background, migrant older people are less inclined to participate in social activities. Migrant older people feel more lonely than older people without a migration background. Investing in meaningful activities, enhancing a socially valued role and reducing negative thoughts has a stronger effect on the feeling of loneliness than, for instance, only improving social contacts which many loneliness interventions focus on.

In a previous project, students of the SSS developed: “Do and tell, the cultural sensitive game” for a (culturally sensitive) day-care centre in the East of The Netherlands. This day-care centre is set up for visitors with a migration background. The game contains questions and assignments in which the players learn more about each other and each other’s culture, norms and values. The potential users of this game are visitors of the day-care centre but also habitants in the neighbourhood / community for integration purposes. It was developed in close cooperation with the visitors of the day-care centre. Because of Corona, it was not tested with habitants in the neighbourhood / community. Now, the game needs to be further developed and designed:

  • First, we need to develop more advanced content for the game and to check the content again with visitors of multiple (culturally sensitive) day-care centres, but also with habitants in the neighbourhood / community and with professionals.
  • Second, we need to identify design issues for the final product, also for digital use; how can it be played digitally, what is the best platform, and can it be integrated in an existing technical solution (story table)? Again, this needs to be researched in close cooperation with the users of the game.
  • Third, we know there is huge need for these types of solutions in society, so we need to explore how we can make the product available for other (culturally sensitive) day-care centres by getting more knowledge about a feasible marketing strategy.

Cluster: Elderly Care 1

This project contributes to the following Sustainable Development Goals (SDGs):