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心理健康服务使用者及专业人员与游戏及游戏活动的关系。

Mental health service users' and professionals' relationship with games and gaming.

作者信息

Hopia Hanna, Siitonen Marko, Raitio Katja

机构信息

School of Health and Social Studies, JAMK University of Applied Sciences, Jyvaskyla, Finland.

Department of Language and Communication Studies, University of Jyvaskyla, Jyvaskyla, Finland.

出版信息

Digit Health. 2018 Jun 5;4:2055207618779718. doi: 10.1177/2055207618779718. eCollection 2018 Jan-Dec.

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.

RESEARCH OBJECTIVES

The objective is to describe the experiences and perceptions of digital games and gaming from the perspectives of mental health service users and mental health professionals.

METHODS

In this qualitative study, data consisted of interviews of 23 mental health service users and professionals working in the mental health field. We conducted altogether 39 interviews. Sixteen of the participants were interviewed twice. Main categories and subcategories were identified using qualitative content analysis.

RESULTS

The analysis revealed four distinct orientations towards games and gaming: (a) compulsive gaming; (b) closet gaming; (c) gaming as a hobby; and (d) late bloomers. Each group was characterized by different personal histories, experiences, conceptions and attitudes regarding gaming and digital games.

CONCLUSION

When attempting to implement a game-based intervention in mental health services, it is essential to recognize the different attitudes that both service users and staff exhibit concerning games and gaming. The attitudes of service users and professionals described in this study can be utilized in the implementation of game-based methods as part of care and rehabilitation in mental health services.

摘要

背景

游戏及游戏化元素可用于精神卫生保健,为服务对象提供定制化干预措施。然而,关于服务对象和专业人员对游戏及游戏玩法有何种体验,以及他们对这一现象的看法,相关证据非常少。需要这类信息来帮助专业人员在精神卫生服务中积极实施基于游戏的干预措施。

研究目标

目标是从精神卫生服务对象和精神卫生专业人员的角度描述对数字游戏及游戏玩法的体验和看法。

方法

在这项定性研究中,数据来自对23名精神卫生服务对象和精神卫生领域工作人员的访谈。我们共进行了39次访谈。16名参与者接受了两次访谈。使用定性内容分析法确定主要类别和子类别。

结果

分析揭示了对游戏及游戏玩法的四种不同倾向:(a)强迫性游戏;(b)秘密游戏;(c)将游戏作为爱好;(d)后起之秀。每个群体都有关于游戏和数字游戏的不同个人经历、体验、观念和态度。

结论

在精神卫生服务中尝试实施基于游戏的干预措施时,必须认识到服务对象和工作人员对游戏及游戏玩法表现出的不同态度。本研究中描述的服务对象和专业人员的态度可用于在精神卫生服务的护理和康复中实施基于游戏的方法。

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Gamification for health and wellbeing: A systematic review of the literature.用于健康与福祉的游戏化:文献系统综述
Internet Interv. 2016 Nov 2;6:89-106. doi: 10.1016/j.invent.2016.10.002. eCollection 2016 Nov.
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Effect of Exergames on Depression: A Systematic Review and Meta-Analysis.运动游戏对抑郁症的影响:系统评价与荟萃分析
Cyberpsychol Behav Soc Netw. 2016 Jan;19(1):34-42. doi: 10.1089/cyber.2015.0366. Epub 2015 Dec 30.

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