2016
DOI: 10.1080/01612840.2016.1233595
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Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals

Abstract: 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… Show more

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Cited by 21 publications
(12 citation statements)
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“…Finally, previous research shows the importance of bringing all stakeholders together-those with lived experience of mental illness (service users), those who deliver the care (health professionals and service workers), and those who study the phenomena (mental health researchers)-allowing all stakeholders to have an active, unique contribution to the final end product (Ospina-Pinillos et al, 2018;LaMonica et al, 2019). Involving health professionals in the PD process is particularly crucial as while their endorsement is a large motivating factor in encouraging service users to use gamified mental health interventions, health professionals are time-poor and a subset further hold negative attitudes toward incorporating digital technologies into mental health practice (Hopia and Raitio, 2016;Hickie et al, 2019). Naturally, when incorporating applied games into mental health technologies, those who build and play games (game developers and players) should also be included in PD processes.…”
Section: Iterative Design Through Participatory Design Methodsmentioning
confidence: 99%
“…Finally, previous research shows the importance of bringing all stakeholders together-those with lived experience of mental illness (service users), those who deliver the care (health professionals and service workers), and those who study the phenomena (mental health researchers)-allowing all stakeholders to have an active, unique contribution to the final end product (Ospina-Pinillos et al, 2018;LaMonica et al, 2019). Involving health professionals in the PD process is particularly crucial as while their endorsement is a large motivating factor in encouraging service users to use gamified mental health interventions, health professionals are time-poor and a subset further hold negative attitudes toward incorporating digital technologies into mental health practice (Hopia and Raitio, 2016;Hickie et al, 2019). Naturally, when incorporating applied games into mental health technologies, those who build and play games (game developers and players) should also be included in PD processes.…”
Section: Iterative Design Through Participatory Design Methodsmentioning
confidence: 99%
“…Participation in the second round interview was voluntary. The interviews were structured around themes based on earlier research 3,24 (see Table 2). All interviews were recorded.…”
Section: Methodsmentioning
confidence: 99%
“…Hopia and Raitio 24 examined mental health service users' and health professionals' perceptions and experiences regarding the use of gamification in mental healthcare. In their study, service users felt that the most important factors promoting gamification were identifying the advantages of gaming and ensuring that the content of games was sufficiently meaningful.…”
Section: Introductionmentioning
confidence: 99%
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“…There might be various reasons for this small number, such as the novelty of the subject, the prejudices of practitioners towards new working methods or a lack of suitable approaches and models for helping to implement digital games and game activities in health services. Hopia and Raitio [20] explored the perceptions and experiences of mental health service users and healthcare professionals regarding the use of gamification in mental healthcare. According to their findings, professionals were often suspicious of the idea of using games as a tool, and they did not see it as a "proper" way to work.…”
Section: Games and Mental Healthmentioning
confidence: 99%