Abstract
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.
ACKNOWLEDGEMENTS
H. Hopia and K. Raitio contributed to the conception, design, analysis, interpretation, and critical revision of the study. K. Roitia acquired the data. H. Hopia drafted the article.
Declaration of interest: The authors report no conflicts of interest. The authors alone are responsible for the content and writing of the paper.
FUNDING STATEMENT
This research received no specific grant from any funding agency in the public, commercial, or nonprofit sectors.