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dc.contributor.authorHopia, Hanna
dc.contributor.authorSiitonen, Marko
dc.contributor.authorRaitio, Katja
dc.date.accessioned2018-06-21T06:56:39Z
dc.date.available2018-06-21T06:56:39Z
dc.date.issued2018
dc.identifier.citationHopia, H., Siitonen, M., & Raitio, K. (2018). Mental health service users’ and professionals’ relationship with games and gaming. <i>Digital Health</i>, <i>4</i>, 1-12. <a href="https://doi.org/10.1177/2055207618779718" target="_blank">https://doi.org/10.1177/2055207618779718</a>
dc.identifier.otherCONVID_28102916
dc.identifier.otherTUTKAID_77912
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/58687
dc.description.abstractBackground 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.fi
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherSage Publications Ltd.
dc.relation.ispartofseriesDigital Health
dc.rightsCC BY-NC-ND 4.0
dc.subject.othergaming
dc.subject.othergame-based intervention
dc.subject.otherservice user
dc.subject.otherhealth professional
dc.titleMental health service users’ and professionals’ relationship with games and gaming
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201806123146
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.contributor.oppiaineIntercultural Communicationfi
dc.contributor.oppiaineIntercultural Communicationen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2018-06-12T15:15:04Z
dc.description.reviewstatuspeerReviewed
dc.format.pagerange1-12
dc.relation.issn2055-2076
dc.relation.numberinseries0
dc.relation.volume4
dc.type.versionpublishedVersion
dc.rights.copyright© The Authors 2018.
dc.rights.accesslevelopenAccessfi
dc.subject.ysopelillistäminen
dc.subject.ysodigitaaliset pelit
dc.subject.ysotietokonepelit
dc.subject.ysoverkkopelit
dc.subject.ysomielenterveys
dc.subject.ysomielenterveyspalvelut
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p3453
jyx.subject.urihttp://www.yso.fi/onto/yso/p22610
jyx.subject.urihttp://www.yso.fi/onto/yso/p1949
jyx.subject.urihttp://www.yso.fi/onto/yso/p7914
dc.rights.urlhttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.relation.doi10.1177/2055207618779718


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CC BY-NC-ND 4.0
Except where otherwise noted, this item's license is described as CC BY-NC-ND 4.0