A1 Journal article (refereed)
Utilizing games in the co-production of mental health services (2020)
Raitio, K., Siitonen, M., & Hopia, H. (2020). Utilizing games in the co-production of mental health services. Finnish Journal of eHealth and eWelfare, 12(2), 117-126. https://doi.org/10.23996/fjhw.89600
JYU authors or editors
Publication details
All authors or editors: Raitio, Katja; Siitonen, Marko; Hopia, Hanna
Journal or series: Finnish Journal of eHealth and eWelfare
eISSN: 1798-0798
Publication year: 2020
Volume: 12
Issue number: 2
Pages range: 117-126
Publisher: Sosiaali- ja terveyshuollon tietojenkäsittely-yhdistys
Publication country: Finland
Publication language: English
DOI: https://doi.org/10.23996/fjhw.89600
Publication open access: Openly available
Publication channel open access: Open Access channel
Publication is parallel published (JYX): https://jyx.jyu.fi/handle/123456789/70420
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.
Keywords: mental health services; digital games; gamification
Free keywords: co-production; mental health services; game-related methods; digital games; games
Contributing organizations
Ministry reporting: Yes
Reporting Year: 2020
JUFO rating: 1