0000000000822183

AUTHOR

Katja Raitio

showing 4 related works from this author

VauvaPolku : digitaalinen oppimispeli ensimmäistä lastaan odottaville vanhemmille

2019

vanhemmuusvauvaperheetoppimispelit
researchProduct

Utilizing games in the co-production of mental health services

2020

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 exper…

Level playing fieldgame-related methodsmedia_common.quotation_subjectComputer applications to medicine. Medical informaticsApplied psychologydigital gamesR858-859.7mental health servicesTieteelliset artikkelit / Scientific papersMental healthField (computer science)co-productionpelillistäminenPerceptionProduction (economics)Service userPublic aspects of medicineRA1-1270Thematic analysismielenterveyspalvelutPsychologydigitaaliset pelitmedia_commonMeaning (linguistics)games
researchProduct

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

2017

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 consi…

Internet privacyPsychological interventionHealth Informaticslcsh:Computer applications to medicine. Medical informaticsservice userMental health serviceMental healthcarepelillistäminenmielenterveysHealth Information Managementhealth professionalsgame-based interventionService userta518gamingtietokonepelithealth professionalOriginal Researchta113Health professionalsbusiness.industryHealth PolicyComputingMilieux_PERSONALCOMPUTINGta3141mental health servicesGamificationta3124Computer Science Applicationslcsh:R858-859.7mielenterveyspalvelutbusinessPsychologyverkkopelitdigitaaliset pelitDIGITAL HEALTH
researchProduct

Digitaalinen oppimispeli VauvaPolku : Vanhemmuuteen valmistautumista pelillisen oppimisen keinoin

2019

Tässä tutkimuksessa selvitettiin digitaalisen VauvaPolku-oppimispelin soveltuvuutta perhevalmennukseen sekä oppimispelin hyötyjä asiakkaiden ja työntekijöiden näkökulmista. Vanhemmuuteen valmentava oppimispeli kehitettiin Tieteen tiedotus ry:n rahoituksella ja tutkimuksen rahoitti Kunnallisalan kehittämissäätiö (1.10.2017–28.2.2019). Oppimispelin uutuusarvona oli soveltaa pelillistä oppimista koskeva tutkimustieto ja osaaminen vanhemmuuden ja perheen arjen tukemiseen. Uuden työvälineen tavoitteena oli hyödyttää vanhempien lisäksi myös ammattilaisia ja perhepalvelujen tuottajia. VauvaPolku-oppimispeli syntyi aikana, jolloin perhepalveluja oltiin kehittämässä aiempaa ennaltaehkäisevämpään suu…

pelillistäminenvanhemmatvanhemmuusperhevauvatoppimispelit
researchProduct