get involved by gaming

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Get involved by gaming ”My life matters” Paper prepared for Track 5 Mental health, Games for Health Europe 6 th Conference, Utrecht, 1.11.2016 JAMK University of Applied Sciences, Department of Social- and Health Studies, Piippukatu 2, 40100, Jyväskylä, Finland e-mail: [email protected] Katja Raitio JAMK University of Applied Sciences, Department of Social- and Health Studies, Piippukatu 2, 40100, Jyväskylä, Finland e-mail: [email protected] Hanna Hopia

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Page 1: Get involved by gaming

Get involved by gaming”My life matters”

Paper prepared for Track 5 Mental health, Games for Health Europe 6th Conference,

Utrecht, 1.11.2016

JAMK University of Applied Sciences, Department of Social- and Health Studies, Piippukatu 2, 40100, Jyväskylä, Finland

e-mail: [email protected]

Katja RaitioJAMK University of Applied Sciences, Department of Social- and Health Studies, Piippukatu 2,

40100, Jyväskylä, Finlande-mail: [email protected]

Hanna Hopia

Page 2: Get involved by gaming

Abstract

The number of adolescents and young adults with mental health disorders is steadily growing. Digital gaming is also increasing. At the same time social and health care professionals often consider the negative aspects of gaming. The “Get involved by gaming” -project is targeted at adolescents and young adults with mental health problems, at experience experts and at the social and health care professionals in the units providing mental health rehabilitation services. The aim of the project is to actively utilize mental health rehabilitees’ gaming habits in their rehabilitation by means of a new kind of cooperation.

Keywords: Gamification, serious games, health games, mental healthrehabilitation

24.10.2016Katja Raitio [email protected]

Page 3: Get involved by gaming

Background 1/2

• A lump sum project: ”Gaining health by gaming?”

Hopia, H. & Raitio, K. 2016. Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals. Issues in Mental Health Nursing. Accepted in Publication.

• Something needs to be done differently?

24.10.2016Katja Raitio [email protected] 3

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Background 2/2

Students experiences:“…there are pros and coins…”

“…at first I was very confused about it and did not really understand the meaning of it. The more I played it the more I understand that it may actually help someone…”

“…I think I'd rather use just a book or internet. Using a mobile phone for nursing purposes at work sounds a bit too modern for me and not so professional…”

24.10.2016Katja Raitio [email protected] 4

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Get involved by gaming

• Project operates 1.8.2015-31.12.2017

• Is funded by European Social Fund (ESF)

24.10.2016Katja Raitio [email protected] 5

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Goals

• To actively use digital serious- and health games in mental health rehabilitation in order to strengthen participants’ self-efficacy and sense of involvement

• To systematically use the knowledge of experience experts when developing social- and health care services

• To reflect social- and health care professionals’ attitudes towards digital services and digital games

• To improve participants’ digital skills

24.10.2016Katja Raitio [email protected] 6

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Target groups

• Adolescents and young adults (with mental health problems) who already spend time with digital gaming

• Experience experts (gaming history is not required)

• Social- and health care professionals working in unit´sproviding mental health rehabilitation services (gaminghistory is not required)

24.10.2016Katja Raitio [email protected] 7

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Steps

• Project includes 3 phases:- Planning 08/2015 – 01/2016- Studio sessions 02/2016 – 04/2017- Implementation 05/2017 – 12/2017

24.10.2016Katja Raitio [email protected] 8

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Game cataloguewww.jamk.fi/pelikatalogi

24.10.2016Katja Raitio [email protected] 9

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Studio sessions http://blogit.jamk.fi/pelatenosalliseks/

• Studio sessions will be carriedout once a month, for a 7 month period / per group

• Between the sessionsparticipants will actively play existing digital serious- and health games

• Interviews at the beginning, in the middle and at the end of thesession period

24.10.2016Katja Raitio [email protected] 10

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Topics of Studio sessions

1. Game on – What are serious games? 2. Game workshop – How games have helped people? 3. Why to play? – Advantages and disadvantages of gaming 4. Balance your weekdays by gaming – My own Gamer Motivation

Profile 5. Balance your health by gaming – Game laboratory 6. Game development – The story of a local game company 7. How to develop new kind of social- and health care services? –

Digital workshop

24.10.2016Katja Raitio [email protected] 11

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Between the Studio sessions Eliademy –workspace is used to communicate etc.

24.10.2016Katja Raitio [email protected] 12

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Tentative experiences of Studio sessions

• First round of sessions ended 09/2016 and new groupstarted 10/2016

• First session group had:- 4 young adults (male) - 3 experience experts (female)- 5 social- and health care professionals (male and

female)

24.10.2016Katja Raitio [email protected] 13

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”…The best part has been, that people with sodifferent backgrounds are gathered together to reflect this issue…”

24.10.2016Katja Raitio [email protected] 14

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Complementarity, dialogue, empowerment

• ”…I was able to give something to others and they gavesomething to me…”

• ”…Everyone participated to common discussion. Therewas room for different opinions, new ideas and lots of humor…”

• ”…I think I was an important part of the sessions…”

24.10.2016Katja Raitio [email protected] 15

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Is it possible to change attitudes?

• ”…I suddenly realized that there is so much more thannegative addiction behind games and gaming…”

• ”…It was interesting to see that some participants reallytried to play and they had no ideas how to use gamepad. I haven´t thought that it might be so difficult…”

• ”…knowledge has broadened my thinking – why didn´t I know this when my boys were younger…”

24.10.2016Katja Raitio [email protected] 16

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What could be done differently?

• Maybe more contacts? • More gaming (especially VR)

• The order of topics• Maybe something about the history of serious games?

24.10.2016Katja Raitio [email protected] 17

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How to develop new kind of social- and health care services? How to use gamification?Examples of new ideas and openings during the firstsession round:

• iPad´s to day hospital for cancer patients• Co-operation with a couple of schools – Studio sessions

for parents and youths• Studying ”…I got courage to study more…”• Game happenings• Project ideas

24.10.2016Katja Raitio [email protected] 18

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What happens next?

• New round of Studio sessions started 10/2016

• At the same time pilotins different kind of sessions

• Implementation – phase starts 05/2017

24.10.2016Katja Raitio [email protected] 19

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THANK YOU FOR LISTENING

If you want to know more (and if you are able to assimilate it in finnish…)

• Punna, M. & Raitio, K. 2016. Mobiilimenetelmät ja pelillisyys työmenetelminä sosiaali‐ ja terveysalan Asiakastyössä. Finnish Journal of eHealth and eWelfare, Accepted in publication.

• Hopia, H. & Raitio, K. 2016. Eskapismista todellisuuteen ja takaisin – hyöty- ja terveyspelit osana mielenterveyskuntoutumista. Teoksessa TAITO2016 Oppimisen ydintä etsimässä. Toim. Tuomi, J., Ketola, S. & Nuutinen, L. Tampereen ammattikorkeakoulun julkaisuja 2016. ISBN 978-952-5903-84-3(PDF). http://julkaisut.tamk.fi/PDF-tiedostot-web/Muut/Taito2016-oppimisen-ydinta-etsimassa.pdf

• Sairaanhoitajalehti / Sairaanhoitajaplus – verkkolehti. 8.8.2016. Toim. Suvi Hurri. Minulla on sama sairaus kuin sinulla. https://sairaanhoitajat.fi/2016/10621/

• Raitio, K., Kivinen, T. & Hopia, H. 2014. Pelillistämisen mahdollisuudet nuorten mielenterveyskuntoutujien arjessa. Finnish Journal of eHealth and eWelfare, Vol6(4), 206-208.

• Raitio, K. & Hopia, H. 2015. Pelaten terveeks? – hankkeen loppuraportti. http://www.jamk.fi/globalassets/tutkimus-ja-kehitys--research-and-development/tki-projektien-lohkot-ja-tiedostot/pelaten-terveeks/pelaten-terveeks-raportti_lopullinen.pdf

• Raitio, K. & Hopia, H. 2015. Pelillisyys haastaa sosiaali- ja terveysalan ammattilaiset ja opettajat. Teoksessa Monitoimisuus haastaa koulutuksen – Uudistuvaa pedagogiikkaa ja TKI-toimintaa. Toim. Mutka, U., Laitinen-Väänänen, S. & Virolainen, M. Jyväskylän ammattikorkeakoulun julkaisuja 206. Suomen Yliopistopaino Oy, Juvenes Print Oy. https://www.theseus.fi/bitstream/handle/10024/98044/JAMKJULKAISUJA2062015_web.pdf?sequence=1

24.10.2016Katja Raitio [email protected]

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