2020
Raitio, Katja; Siitonen, Marko; Hopia, Hanna
Utilizing Games in the Co-Production of Mental Health Services
In: Finnish Journal of eHealth and eWelfare, vol. 12, iss. 2, pp. 117-126, 2020, ISSN: 1798-0798.
Journal article Open access
Abstract | Links | Tags: Co-production, Digital games, Game-related methods, Games, Mental health services
@article{Raitio2020,
title = {Utilizing Games in the Co-Production of Mental Health Services},
author = {Katja Raitio and Marko Siitonen and Hanna Hopia},
url = {http://urn.fi/URN:NBN:fi:jyu-202006244610},
doi = {10.23996/fjhw.89600},
issn = {1798-0798},
year = {2020},
date = {2020-06-15},
journal = {Finnish Journal of eHealth and eWelfare},
volume = {12},
issue = {2},
pages = {117-126},
abstract = {This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on mental health service users, active gamers and mental health practitioners who worked together in equal ways and valued each other’s unique contributions during the experiment. The implications of a co-production approach for applying digital games in the field of mental healthcare are somewhat limited and under-explored. In this case study, seven workshop sessions were held involving service users, gamers and professionals. Participants were interviewed concerning their experiences with the activities and content of the co-production workshops. Thematic analysis of the participants’ experiences and perceptions resulted in three main themes: 1) empowering participation; 2) cooperation on a level playing field; and 3) improving self-efficacy. The experiment showed that applying a co-production approach in utilizing digital games is worth implementing in mental health services, particularly when putting novel nursing approaches and procedures into practice. Overall, co-production turned out to be a beneficial approach to introduce and implement game activities into mental healthcare; therefore, it can be taken one step further, meaning that service users’ experiences are truly valued, and they can play a crucial role in developing mental health services.},
keywords = {Co-production, Digital games, Game-related methods, Games, Mental health services},
pubstate = {published},
tppubtype = {article}
}
This study analyses the application of a co-production approach in utilizing digital games and game-related methods in mental health services. The goal is to offer a real-world experiment on co-production, focusing on mental health service users, active gamers and mental health practitioners who worked together in equal ways and valued each other’s unique contributions during the experiment. The implications of a co-production approach for applying digital games in the field of mental healthcare are somewhat limited and under-explored. In this case study, seven workshop sessions were held involving service users, gamers and professionals. Participants were interviewed concerning their experiences with the activities and content of the co-production workshops. Thematic analysis of the participants’ experiences and perceptions resulted in three main themes: 1) empowering participation; 2) cooperation on a level playing field; and 3) improving self-efficacy. The experiment showed that applying a co-production approach in utilizing digital games is worth implementing in mental health services, particularly when putting novel nursing approaches and procedures into practice. Overall, co-production turned out to be a beneficial approach to introduce and implement game activities into mental healthcare; therefore, it can be taken one step further, meaning that service users’ experiences are truly valued, and they can play a crucial role in developing mental health services.
2018
Hopia, Hanna; Siitonen, Marko; Raitio, Katja
Mental Health Service Users' and Professionals' Relationship with Games and Gaming
In: Digital Health, vol. 4, pp. 1–12, 2018, ISSN: 2055-2076.
Journal article Open access
Abstract | Links | Tags: Game-based intervention, Gamification, Gaming, Health professional, Mental health services, Service user
@article{Hopia2018,
title = {Mental Health Service Users' and Professionals' Relationship with Games and Gaming},
author = {Hanna Hopia and Marko Siitonen and Katja Raitio},
url = {https://jyx.jyu.fi/handle/123456789/58687},
doi = {10.1177/2055207618779718},
issn = {2055-2076},
year = {2018},
date = {2018-01-01},
urldate = {2018-01-01},
journal = {Digital Health},
volume = {4},
pages = {1–12},
publisher = {SAGE Publications},
address = {London, England},
abstract = {Background: Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives: The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods: In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis. Results: The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games. Conclusion: When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.},
keywords = {Game-based intervention, Gamification, Gaming, Health professional, Mental health services, Service user},
pubstate = {published},
tppubtype = {article}
}
Background: Games and elements of gamification can be utilized in mental healthcare to provide customized interventions for the service users. However, very little evidence exists as to what kind of experiences service users and professionals have towards games and gaming, and what their perceptions of the phenomenon are. This sort of information is needed to help professionals put game-based interventions actively into practice in mental health services. Research objectives: The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals. Methods: In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis. Results: The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games. Conclusion: When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.