2020
Raitio, Katja; Siitonen, Marko; Hopia, Hanna
Utilizing Games in the Co-Production of Mental Health Services Journal Article
In: Finnish Journal of eHealth and eWelfare, vol. 12, iss. 2, pp. 117-126, 2020, ISSN: 1798-0798.
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.
