Health care professionals are in an important role when considering support for grieving mothers; the given support may relieve the mothers' grief reactions.
The purpose of this descriptive qualitative study is to explore the perceptions and experiences that mental health service users (n = 10) and healthcare professionals (n = 32) have regarding the use of gamification in mental health care. Data was gathered by interviews. The mental health service users described promoting and retarding factors in the use of gamification, while professionals described the requirements for using gamification and changes occurring in the work culture. Additional research is needed on how game-playing elements could be integrated as a systematic part of mental health practice and how the digital skills of professionals could be effectively developed.
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.
Background: 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.
TIIVISTELMÄTulevaisuuden asiantuntijuus vaatii uusia tapoja työskennellä sosiaali- ja terveysalalla. Yhtenä digitalisaation jalkauttamisen muotona on pelillisyys ja mobiilimenetelmät, joiden aktiivinen käyttöönotto haastaa koulutuksen ja työelämän. Pelkkä tekninen osaaminen ei riitä, vaan ammattilaisilta vaaditaan myös avointa ja uteliasta asennetta uusia työmenetelmiä kohtaan. Jyväskylän ammattikorkeakoulussa opiskelijoiden ja ammattilaisten on ollut mahdollista kehittää osaamistaan pelillisyyden ja mobiilimenetelmien hyödyntämisessä. Artikkelissa kuvataan neljän tapausesimerkin avulla osaamisen kehittämisen mahdollisuuksia. Uudenlaisten digitaalisten työmenetelmien haltuun ottaminen on mahdollista, ja se edellyttää aiheeseen perehtymistä ja rohkeita kokeiluja. Mobile methods and gamification as work methods in social and health care ABSTRACTExpertise in the future demands new methods of work within health and social sector. Gamification and mobile methods provide new ways of implementing digitalization. Active use of those methods challenge both education and working life. Besides a technical knowledge, this demands health and social care professionals to have an open and curious mind-set towards new work methods. At JAMK University of Applied Sciences students and professionals have been able to develop their skills in using gamification and mobile methods in social and health care. In the article, four cases regarding the professional development are presented. Taking over new digital methods in social and health care is possible. However, it demands familiarization with the field and innovative open-minded pilots.Key words: mobile methods, gamification, professional competence, social service, health care sector
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