The challenge of learning: It was not only the gamers who
had to face the challenge of learning. It was also a challenge
for us, as researchers, not to give in. The success was not at all
immediate, we had to endure a considerable period of ambiguity,
frustration and embarrassment (i.e., how could we even think
that this would work?). In this category, we can also include the
way the organizations managed to change and find a new way to
expand their activity repertoires. In addition, we as researchers
and the workers at the care units had to confront our own
preconceptions and biases about what dementia patients could
manage and enjoy. As Brooker (2007) also found, our research
in the use of PD in the first case demonstrated how dementia is
surrounded by misunderstandings.