Utilizing games in the co-production of mental health services

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 wor...

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Bibliographic Details
Main Authors: Katja Raitio (Author), Marko Siitonen (Author), Hanna Hopia (Author)
Format: Book
Published: Finnish Social and Health Informatics Association, 2020-06-01T00:00:00Z.
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042 |a dc 
100 1 0 |a Katja Raitio  |e author 
700 1 0 |a Marko Siitonen  |e author 
700 1 0 |a Hanna Hopia  |e author 
245 0 0 |a Utilizing games in the co-production of mental health services 
260 |b Finnish Social and Health Informatics Association,   |c 2020-06-01T00:00:00Z. 
500 |a 10.23996/fjhw.89600 
500 |a 1798-0798 
520 |a 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. 
546 |a EN 
546 |a FI 
690 |a co-production 
690 |a mental health services 
690 |a game-related methods 
690 |a digital games 
690 |a games 
690 |a Computer applications to medicine. Medical informatics 
690 |a R858-859.7 
690 |a Public aspects of medicine 
690 |a RA1-1270 
655 7 |a article  |2 local 
786 0 |n Finnish Journal of eHealth and eWelfare, Vol 12, Iss 2 (2020) 
787 0 |n https://journal.fi/finjehew/article/view/89600 
787 0 |n https://doaj.org/toc/1798-0798 
856 4 1 |u https://doaj.org/article/dab52d28e980464fb3889118a208a803  |z Connect to this object online.