This solution uses a hybrid model that combines technology with physical games. Using a digital platform, the professional or caregiver accompanying the user creates a profile containing information such as age, education level, preferred activities, degree of autonomy, and cognitive status.

“Smilight differs from other existing dementia-related applications in that it encompasses the entire clinical process within a single digital format. It includes an assessment phase based on biosignals—specifically electroencephalography (EEG) and galvanic skin response—followed by an evaluation of clinical data, resulting in an automatic or manual prescription based on an algorithm and the best available evidence,” explained project coordinator Carolina Reina.

A personalised intervention follows, incorporating games from the AGILidades portfolio—a University of Leiria and Oeste spin-off dedicated to developing materials that encourage functional training for vulnerable populations.

The Lusa news agency observed a session with two older women—aged 72 and 88—from the Pousos Parish Social Centre in Leiria, who were challenged to place a cup on the specific image indicated by the platform. Participants had to identify the matching image, use the specified hand, and place the cup correctly (facing up or down).

As the participants played, the technician recorded the number of correct and incorrect moves. “This generates an index that gives us a very clear idea of ​​the participant’s progress in therapy and allows for any necessary adjustments,” explained Carolina Reina, noting that the data is stored in a repository alongside their full clinical history.

The activities can focus on cognitive, functional, or social aspects depending on the defined goals, stated Marlene Rosa, coordinator of the AGILidades program, highlighting that Smilight “combines a range of stimuli.”

Neuza Brites, an activity coordinator at the Pousos Parish Social Centre, emphasised that these games can evoke memories—as happened with one participant—which helps keep them “more motivated to engage in activities.”

She also noted that this “type of game offers a more interactive option for playfully working on skills” and makes it “easier to engage participants who already have active habits in these activities.” These activities provide “routine and consistency,” which “helps preserve their abilities.”

Attention is one of the skills being worked on, highlighted occupational therapist Sara Lopes, noting that the platform’s results are “intuitive and practical” and represent “a real asset for daily work,” as progress can be tracked immediately.

The project currently supports 55 participants from seven partner organisations, including care homes, institutions, day centres, and community-based associations.

On dementia, the researchers are also developing the ‘Córtex School Bag,’ a project that introduces the topic in primary schools through a children’s book with accompanying music, a board game, and a teacher’s guide.

“At a certain point, we realised that dementia prevention needs to start very early, yet there is no specific place in the curriculum for children to engage with this subject,” noted Marlene Rosa.

According to Rosa—who is also a researcher at ULO’s ciTechCare—many children live with close family members suffering from dementia; therefore, “the better they understand the condition, the more involved and empathetic they become, and the better they grasp what is happening to their grandparents.”

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