Call to Mind Conversation Game for Dementia

Call to Mind Board Game Contents

  • Gameboard
  • Spinner
  • 200 Question Cards
  • Instructions
  • Feedback Sheets – Great for recalling and sharing information about repeat players

2nd Edition
Made in the USA

$49.95

SKU: H012 Category:

Description

Conversation Game – Call to Mind

Call To Mind… is a specially designed board game developed by Laura Templeton over the course of 20 years through research and testing, including accreditation by the UCL. The simple game helps get to know and understand the thinking, likes and dislikes of someone with Dementia. This tool also stimulates memories and encourages conversations, both as the game is played and in everyday interactions. Play it at home with friends and family or in the professional setting of a care home, day care center, hospital or memory café. Great intergenerational activity!

People sometimes struggle to find things to talk about with people with Dementia. Call to Mind selects topics of conversation randomly, so there’s always something to stimulate conversation. This can make spending time together more interesting and enables people to discover new things about each other. “I never knew that!” is a frequently heard comment. It can be particularly rewarding for those who care for both children and elderly parents. Because it is designed to be played by different generations, it’s an activity that all ages can enjoy and benefit from.

Features of Our Conversation Game – Call To Mind

Call To Mind Board Game is so easy to play! All that’s involved is spinning a spinner, choosing one of four colored cards, matching an image and answering a question. It’s great for all ages as it provides an easy and enjoyable way to get two or more generations talking together. Two to four players can easily sit round the board together.

Do you have to have Dementia to play?
The game is not just for Dementia patients – Call To Mind Board Game stimulates conversation and players can voice opinions and talk about what they like, it is a great way to get to know anyone in an easy, relaxed way.

How long does a game last?
Most players find that a 45-minute game works particularly well. However, people can play for as long as they like.

Why is Call to Mind better than other board games for people with Dementia?
Because it was designed and researched by Laura Templeton and a specialist team at University College London to help people living with Dementia – both those with the diagnosis, and their families, friends and carers.

How does the game benefit a person with Dementia?
Playing Call to Mind can help people with Dementia in many mays. Most simply by helping them to connect with, and recall, positive memories. It can also make them feel less lonely, as the game helps spark conversations and so makes it easier for them to enjoy quality time with family, friends and caregivers, across all generations. The game can also boost the morale and self-esteem of someone with Dementia, particularly when other players show genuine interest in their opinions and experiences.

What if someone doesn’t like board games, or doesn’t want to answer a particular question?
People don’t have to play the full game to enjoy or benefit from it. The question cards alone can be used to stimulate conversations across a range of topics and so make communication easier. It’s also not a problem if someone doesn’t want to answer a particular question. They can be offered another card, or play can go on to the next player. There is never any pressure to talk about a particular topic.

Playing Call To Mind can help people with Dementia in many ways. Most simply by helping them to connect with, and recall, positive memories. It can also make them feel less lonely, as the game helps spark conversations and so makes it easier for them to enjoy quality time with family, friends and carers, across all generations. The game can also boost the morale and self-esteem of someone with Dementia, particularly when other players show genuine interest in their opinions and experiences.

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