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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Format: | Book |
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Finnish Social and Health Informatics Association,
2020-06-01T00:00:00Z.
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LEADER | 00000 am a22000003u 4500 | ||
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001 | doaj_dab52d28e980464fb3889118a208a803 | ||
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. |