2018
DOI: 10.1177/2055207618779718
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Mental health service users' and professionals' relationship with games and gaming

Abstract: 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.

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Cited by 2 publications
(2 citation statements)
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“…It can mean the difference between parents being emotionally supportive or dismissive (see Bax, 2016;Meriläinen, 2021) or between a professional focusing on causes or on symptoms (see Nielsen, 2016). The DGR theory can also help individuals, regardless of their gaming participation, critically examine their own relationship with digital gaming and the different factors that shape it (see e.g., Przybylski, 2014;Russell and Johnson, 2017;Hopia et al, 2018).…”
Section: Local-globalmentioning
confidence: 99%
“…It can mean the difference between parents being emotionally supportive or dismissive (see Bax, 2016;Meriläinen, 2021) or between a professional focusing on causes or on symptoms (see Nielsen, 2016). The DGR theory can also help individuals, regardless of their gaming participation, critically examine their own relationship with digital gaming and the different factors that shape it (see e.g., Przybylski, 2014;Russell and Johnson, 2017;Hopia et al, 2018).…”
Section: Local-globalmentioning
confidence: 99%
“…Hopia et al (28) , 2018 Describir las experiencias y percepciones de los juegos digitales y los videojuegos desde la perspectiva de los usuarios de servicios de salud mental Diseño: cualitativo, encuesta a individuos Muestra: a 23 usuarios de servicios de salud mental y profesionales que trabajan en el campo de la salud mental.…”
Section: Desarrollounclassified