2020
DOI: 10.23996/fjhw.89600
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Utilizing games in the co-production of mental health services

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 l… Show more

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Cited by 4 publications
(5 citation statements)
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“…For example, (focus) group discussions, the second-most prevalent activity (19 studies), were used as icebreakers [ 45 , 56 ], to generate ideas [ 46 , 50 , 63 ] and reflect on the end product [ 22 , 55 , 57 , 61 ]. In another instance, the fourth-most prevalent activity interviews (used in 17 studies) were used equally formatively to discover and define the problem space [ 41 , 59 , 82 ] and evaluate prototypes or concepts [ 24 , 52 , 53 , 81 ]. Presumably because our study sample overall leaned toward “earlier” sensitizing, ideation, and prototyping stages, most activities were used in these stages; only feedback sessions , some instances of game-play evaluation , and 1 timeline activity [ 68 ] (asking CYP players to chart their game-play likes and dislikes and experiences of challenge) occurred during an evaluation phase.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…For example, (focus) group discussions, the second-most prevalent activity (19 studies), were used as icebreakers [ 45 , 56 ], to generate ideas [ 46 , 50 , 63 ] and reflect on the end product [ 22 , 55 , 57 , 61 ]. In another instance, the fourth-most prevalent activity interviews (used in 17 studies) were used equally formatively to discover and define the problem space [ 41 , 59 , 82 ] and evaluate prototypes or concepts [ 24 , 52 , 53 , 81 ]. Presumably because our study sample overall leaned toward “earlier” sensitizing, ideation, and prototyping stages, most activities were used in these stages; only feedback sessions , some instances of game-play evaluation , and 1 timeline activity [ 68 ] (asking CYP players to chart their game-play likes and dislikes and experiences of challenge) occurred during an evaluation phase.…”
Section: Resultsmentioning
confidence: 99%
“…However, “user involvement” describes a wide and messy field. Different research and practice communities have developed parallel traditions with confusing differences and overlaps in name, underlying values, and details of implementation, for example, human-centered design [ 15 , 21 ] in computing and human-computer interaction (HCI); participatory design [ 22 , 23 ], co-design [ 21 ], or coproduction [ 24 ] in design; patient and public involvement in health [ 25 , 26 ]; or action research, participatory research and science, or citizen science across the (social) sciences [ 15 , 25 , 27 - 29 ]. Despite regularly involving end users in the form of playtesting, applied game design still has no strong tradition of granting users more agency and input, particularly in the early stages of the design process [ 30 , 31 ].…”
Section: Introductionmentioning
confidence: 99%
“…Video games are electronic games that can be played on a device such as personal computer, game console, smartphone or tablet (Haaranen et al, 2014). These games are potentially not only a recreational tool as an increasingly popular activity, but also as a workspace (Palaus et al, 2017).…”
Section: Methodsmentioning
confidence: 99%
“…New forms of collaboration are introduced to support eHealth and eWellbeing innovations. This means innovative instruments and services that are utilizing technology to improve the patient experience or to supplement the more traditional forms of services [3].…”
Section: Introductionmentioning
confidence: 99%