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Digital Games in Young Adults´ Mental Health Rehabilitation: Perceptions of Professionals & Experts

Korhola, Kimmo; Mautz, Peter (2019)

dc.contributor.authorKorhola, Kimmo
dc.contributor.authorMautz, Peter
dc.date.accessioned2019-05-20T06:39:08Z
dc.date.available2019-05-20T06:39:08Z
dc.date.issued2019-
dc.identifier.urihttp://www.theseus.fi/handle/10024/169919
dc.description.abstractMillions of people are suffering from mental health issues worldwide, while service providers are looking for effective, low threshold solutions suitable for a new generation of digital natives. Game-based solutions show promising results yet utilising them in everyday mental healthcare still requires more research, especially considering mental health professionals, one of the primary user groups. The primary goal of the authors was to learn more about the perceptions of mental health professionals and gamification experts and the potential and risks of digital games in young adults’ mental health rehabilitation, their requirements for a successful implementation and their attitude towards digital games in general. The process included three stages: A literature review clarifying the background and state of earlier research on the topic. Focus groups with mental health professionals, held at Coronaria Sähäkkä, to learn more about their attitude, knowledge and ideas and a series of interviews with mixed experts on gamification and serious games to gather their opinions and valuable information. Mental health professionals had various perceptions of digital games. They prefer digital games to be tailored to the needs of mental health rehabilitation and a better overview of the existing solutions. Information concerning digital games should be focused on the needs of mental health rehabilitation. When it comes to training, a practical setting offering the possibility to try out digital games for themselves is in favour.-
dc.language.isoeng-
dc.rightsfi=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|sv=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|en=All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.|-
dc.titleDigital Games in Young Adults´ Mental Health Rehabilitation: Perceptions of Professionals & Experts-
dc.type.ontasotfi=Ylempi AMK-opinnäytetyö|sv=Högre YH-examensarbete|en=Master's thesis|-
dc.identifier.urnURN:NBN:fi:amk-2019051810485-
dc.subject.specializationDouble degree programme, Master’s Degree Programme in Social Services and Health Care-
dc.subject.degreeprogramfi=Sosiaali- ja terveysalan johtaminen|sv=Ledarskap inom social- och hälsovårdsbranschen|en=Management of Health and Welfare|-
dc.subject.ysodigital games-
dc.subject.ysomental health-
dc.subject.ysogamification-
dc.subject.ysoprofessional development-
dc.subject.ysoserious games-
dc.relation.contractorCoronaria Sähäkkä-
dc.subject.disciplineSosiaali- ja terveysalan kehittäminen ja johtaminen-


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