Suitcase Game
Suitcase Game
Suitcase Game
Sources:
Jones, K. (2019, January 20). Activities and games for patients with Alzheimer's disease.
Hospital News. https://hospitalnews.com/activities-and-games-for-patients-with-
alzheimers-disease/.
Equipment Needed:
Activity Description: The goal of the suitcase game is to focus on the participant’s short term as
well as long term memory by using a fun and lively activity. As each participant plays the game,
they need to pay attention to each other, focus on each member response, and store as much
information as they can.
To start the activity, each participant should be arranged into a circle so that they are able
to see everyone else playing. Once the circle has been established each player may sit down to
get more comfortable or continue to stand. Then each player will receive a number, from one to
however many people are playing, which will indicate the order at which they will participate in
the game. After each player receives a number and the order is established, the first person will
begin. To begin the first player will state that they are going on vacation and are packing one
object of their choice. For example, the first player may say ‘I am going on vacation and I am
packing my phone’. Then the second person continues the game by saying the same phrase, ‘I
am going on vacation and I am packing my phone’ plus an additional object of their choice. As
the game continues each player states they are going on vacation, the objects that other members
have already said, and their own new object. No objects can repeat and a player is out of the
game once they can no longer remember the order of the objects. The game is finished once only
one person remains.
Primary Social Interaction: The suitcase game would fall under the Multilateral primary social
interaction because it is a group larger than three that are competing against one another, but no
singular person is acting as an antagonist.
Maddilynne Flood
Adaption: When somebody faces the early stages of dementia, they begin to lose track of recent
memories, have difficulty focusing during assignments, lose concentration easily, become
confused more often, and may not be able to recall words as well which is known as anomic
aphasia. With a game like this, the competition can get very exciting if rewards are offered to the
winners. This creates an incentive for the participants to work on concentrating and recalling
words. However, due to anomic aphasia players may not be able to recall words even if they had
been focusing. So, one adaption that could help make the game go a little more smoothly would
be allowing everyone to have one free pass on their first error. This would allow those who are
actively participating, the chance to continue in the game even if they make a small error.
Participant: 75-year-old woman diagnosed with early onset dementia