- Project
- Completed
Cognitive – Adaptation – Behavior, playing with patients with Alzheimer’s disease

Philippe Robert Professor of Psychiatry
Philippe Robert is a Professor of Psychiatry at University of Nice Sophia Antipolis. He is the director of the Cognition, Behavior & Technology team (CoBTeK-lab), Co-Director of the Centre Mémoire de Ressources et de Recherche (CMRR) at the University Hospital of Nice, and President of the IA association (Innovation Alzheimer – Affect – Autism).
Philippe Robert is also a member of Game in Lab’s Scientific Committee.
-
Project start date :
2019/09/02 -
Status :
Completed -
Research organization :
IA Association (Innovation – Alzheimer – Autism – Affect – Autonomy), Institut Claude Pompidou, Nice -
Team :
Julie Brousse and Laure Chantepy, AI Association (Innovation – Alzheimer – Autism – Affect – Autonomy)
In 2019, in its first call for projects, Game in Lab selected Prof. Philippe Robert's project to assess the impact of board games on the relationship between patients with Alzheimer's disease or related conditions and their caregivers or family members. This project revealed interesting results for both institutions and families, leading to the development of Access+, a range of board games designed to be accessible and adapted for individuals with cognitive impairments.
Project overview
The CAB (Cognitive – Adaptation – Behavior) research project aims to evaluate the influence of board games and their adaptation on social relations between patients with Alzheimer’s disease and their caregivers or family members. According to the French National Institute of Health and Medical Research, Alzheimer’s disease and related conditions affect over 900,000 people in France and impact the daily lives of many families. The loss of independence and behavioral changes in a patient directly affect the organization of the family circle, disrupting each individual’s role and place. The research team hypothesized that playing an adapted game could positively influence the quality of life for both patients and their family members.

Methodology
This search is conducted in three stages:
- Usability testing to adapt the graphics and rules of popular board games (Dobble/Spot it and Timeline) for patients with Alzheimer’s-related disorders
- A survey of professionals to assess the relevance of using adapted board games in their practice with seniors
- A clinical study involving patients with Alzheimer’s disease to evaluate the impact of the adapted board game on their daily lives
Outcomes
This research project suggests that board games are an enjoyable activity to share with family members. They can be a valuable tool for improving the quality of life among seniors. While they do not serve as a treatment for Alzheimer’s-related disorders, they offer cognitive and behavioral stimulation when played regularly and with the assistance of a caregiver.
These results led to the creation of Access+ , a range of accessible and inclusive board games.