心理健康
医疗保健
感知
心理健康服务
卫生专业人员
心理学
定性研究
服务(商务)
工作(物理)
护理部
精神卫生保健
心理保健
医学教育
应用心理学
医学
社会学
业务
精神科
工程类
机械工程
经济
营销
神经科学
经济增长
社会科学
作者
Hanna Hopia,Katja Raitio
标识
DOI:10.1080/01612840.2016.1233595
摘要
The purpose of this descriptive qualitative study is to explore the perceptions and experiences that mental health service users (n = 10) and healthcare professionals (n = 32) have regarding the use of gamification in mental health care. Data was gathered by interviews. The mental health service users described promoting and retarding factors in the use of gamification, while professionals described the requirements for using gamification and changes occurring in the work culture. Additional research is needed on how game-playing elements could be integrated as a systematic part of mental health practice and how the digital skills of professionals could be effectively developed.
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