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dc.contributor.authorRaitio, Katja
dc.contributor.authorSiitonen, Marko
dc.contributor.authorHopia, Hanna
dc.date.accessioned2020-06-24T11:39:00Z
dc.date.available2020-06-24T11:39:00Z
dc.date.issued2020
dc.identifier.citationRaitio, K., Siitonen, M., & Hopia, H. (2020). Utilizing games in the co-production of mental health services. <i>Finnish Journal of eHealth and eWelfare</i>, <i>12</i>(2), 117-126. <a href="https://doi.org/10.23996/fjhw.89600" target="_blank">https://doi.org/10.23996/fjhw.89600</a>
dc.identifier.otherCONVID_36011972
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/70420
dc.description.abstractThis 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.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherSosiaali- ja terveyshuollon tietojenkäsittely-yhdistys
dc.relation.ispartofseriesFinnish Journal of eHealth and eWelfare
dc.rightsCC BY-NC-ND 4.0
dc.subject.otherco-production
dc.subject.othermental health services
dc.subject.othergame-related methods
dc.subject.otherdigital games
dc.subject.othergames
dc.titleUtilizing games in the co-production of mental health services
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202006244610
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.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange117-126
dc.relation.issn1798-0798
dc.relation.numberinseries2
dc.relation.volume12
dc.type.versionpublishedVersion
dc.rights.copyright© 2020 Finnish Journal of eHealth and eWelfare
dc.rights.accesslevelopenAccessfi
dc.subject.ysodigitaaliset pelit
dc.subject.ysopelillistäminen
dc.subject.ysomielenterveyspalvelut
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p7914
dc.rights.urlhttps://creativecommons.org/licenses/by-nc-nd/4.0/
dc.relation.doi10.23996/fjhw.89600
jyx.fundinginformationThe data in question was collected in the "Get involved by gaming" project. The project was active 1 August 2015 - 31 December 2017 and the European Social Fund (ESF) funded it.
dc.type.okmA1


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