dc.contributor.author | Raitio, Katja | |
dc.contributor.author | Siitonen, Marko | |
dc.contributor.author | Hopia, Hanna | |
dc.date.accessioned | 2020-06-24T11:39:00Z | |
dc.date.available | 2020-06-24T11:39:00Z | |
dc.date.issued | 2020 | |
dc.identifier.citation | Raitio, 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.other | CONVID_36011972 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/70420 | |
dc.description.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. | en |
dc.format.mimetype | application/pdf | |
dc.language | eng | |
dc.language.iso | eng | |
dc.publisher | Sosiaali- ja terveyshuollon tietojenkäsittely-yhdistys | |
dc.relation.ispartofseries | Finnish Journal of eHealth and eWelfare | |
dc.rights | CC BY-NC-ND 4.0 | |
dc.subject.other | co-production | |
dc.subject.other | mental health services | |
dc.subject.other | game-related methods | |
dc.subject.other | digital games | |
dc.subject.other | games | |
dc.title | Utilizing games in the co-production of mental health services | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-202006244610 | |
dc.contributor.laitos | Kieli- ja viestintätieteiden laitos | fi |
dc.contributor.laitos | Department of Language and Communication Studies | en |
dc.contributor.oppiaine | Intercultural Communication | fi |
dc.contributor.oppiaine | Intercultural Communication | en |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.type.coar | http://purl.org/coar/resource_type/c_2df8fbb1 | |
dc.description.reviewstatus | peerReviewed | |
dc.format.pagerange | 117-126 | |
dc.relation.issn | 1798-0798 | |
dc.relation.numberinseries | 2 | |
dc.relation.volume | 12 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © 2020 Finnish Journal of eHealth and eWelfare | |
dc.rights.accesslevel | openAccess | fi |
dc.subject.yso | digitaaliset pelit | |
dc.subject.yso | pelillistäminen | |
dc.subject.yso | mielenterveyspalvelut | |
dc.format.content | fulltext | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p22353 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p27310 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p7914 | |
dc.rights.url | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.relation.doi | 10.23996/fjhw.89600 | |
jyx.fundinginformation | The 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.okm | A1 | |