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Videogames
1.
2. Introduction
Introduce health and wellbeing through occupation
Introduce my occupation
Explain why it is an occupation and not an activity
Present and justify model of occupational analysis
Present a creative interpretation of occupational analysis
Discuss the impact of engaging in this occupation on my health
and wellbeing
Reflect on the process of producing an occupational analysis
Summarise the key issues
3. Health and Wellbeing Through
Occupation
● “Health is a state of complete physical, mental and social
well-being and not merely the absence of disease or infirmity”
(The World Health Organization, n.d.)
● Well-being a subjective psychological state of how a person
is functioning (The World Health Organization, 2014)
● “Health and wellbeing result from being in tune with our
occupational species' nature” (Wilcock, 1998, p. 123)
4. Health and Wellbeing Through
Occupation
● Occupational deprivation, alienation and/or imbalance all
effect health and wellbeing (Wilcock, 1998)
● Engagement in occupations is complex (Whiteford,
Townsend, & Hocking, 2000)
● Occupation is “...life itself: that ubiquitous stream of
transactions between humans and their worlds that is
organized around recognizable activities from which whole
constellations of skills and routines, identities and lifetimes,
radiate” (Wood, 1998, p. 321)
5. Video Games
● Activity “more general,
culturally shared idea about a
category of action” (Pierce,
2001, p. 138)
● Occupation is personally
constructed within a unique
context (Pierce, 2001)
● Occupations are a person's
“daily life activities that they
find meaningful and
purposeful” (AOTA, 2002, p.
610)
6. Why video games Have Meaning
and Purpose
Stress relief and to control anxiety (Olson et al., 2008)
Lets you explore new worlds and try different roles (Hefner et
al., 2007)
Social and sense of belonging (Yee, 2006)
Sense of control (Olson, 2010)
Lets you recreate the world (Squire, 2008)
Educational (Olson, 2010)
Nostalgia
Introduces you to different types of media
7. The PEO Model
Law, M., Cooper, B., Strong, S., Stewart, D., Rigby, P., & Letts, L. (1996). The person-environment-
occupation model: A transactive approach to occupational performance. Canadian Journal of
Occupational Therapy, 63, pp. 9-23.
8. The PeO Model
More efficient
Used previously in academic settings (Strong et al., 1999)
Effective in mental health (Strong & Rebeiro-Gruhl, 2011)
Easily understood by others (Strong et al., 1999; Strong & Rebeiro-
Gruhl, 2011)
Broad application means it can be used with other perspectives
and theories (Maclean et al., 2012; Strong et al., 1999; Strong & Rebeiro-
Gruhl, 2011)
9.
10.
11.
12.
13.
14.
15.
16. Impact on health and wellbeing
Live a life with purpose and meaning, making a
positive contribution to society, positive relationships,
sense of belonging, peace of mind, contentment,
resilience, cope with stress, agency, mastery of
environment (UK Faculty for Public Health, 2010)
17. Anxiety
● +
● Regulate emotions (Olson et al.,
2008; Olson, 2010)
● Escapism (Olson et al., 2008)
● Like keeping hands busy
● Keeps my attention (Gentile and
Gentile, 2008)
● -
● Can have opposite effect and
increase aggression (Anderson
et al., 2010)
● Can cause depression
(Anderson et al., 2010)
● Might not always be available
● Agency, mastery of virtual environment, peace of mind, contentment,
helps cope with stress and anxiety, productivity, socially
18. Cognitive
● +
● Helps problem-solving (Dede,
2009; Gee, 2007)
● Helps creativity (Cooper et al.,
2010; Hutton and Sundar, 2010;
Jackson et al., 2012; Squire,
2008)
● Alternative reality (Gackenbach,
2006)
● -
● Could not find any research
showing negative effect on
creativity, imagination or
problem-solving
● Helps me live a productive life and contribute to society
19. Physical
● +
● I don't eat while playing
● Physical games (Biddiss and
Irwin, 2010)
● Didn't have opportunities
● -
● Not physically taxing
● Linked to obesity (Vandewater
et al., 2004)
● Fast food in gaming culture
(Cronin and McCarthy, 2011)
● Agency and mastery
20. Social
● +
● Can enhance prosocial
thoughts, empathy, and helping
behaviour (Gentile and Gentile,
2008; Greitemeyer & Osswald,
2011)
● Violent games increase
prosocial thoughts if played co-
operatively (Ferguson and
Garza, 2011)
● -
● Desensitize players to violence,
decreases empathy and helping
(Bushman & Anderson, 2009)
● Violent games increase
aggressive thoughts, feelings
and behaviours (Anderson et
al., 2010)
● Sense of identity, connectedness, helps me form new relationships
21. Psychological
● +
● Feedback and reinforcement,
participation, difficulty variables
(Gentile and Gentile, 2008)
● “Relentlessly optimistic”
(McGonigal, 2011)
● Constantly challenging (Granic
et al., 2014)
● -
● Can be addictive (Anderson et
al., 2010; Gentile, 2009)
● Positive outlook on life, sense of achievement, participation
22. Reflection
● What?...
● ...feelings did it evoke?...was good/bad about experience?
● So what?...
● ...does this teach me?...broader issues arise from this?
● Now What?...
● ...would I do differently next time?....might be the consequences
of this action?
● Rolfe et al.'s (2001) reflective model
23. Summary
● Occupation is central to health and wellbeing
● Playing video games is one of my occupations and is central to
my health and wellbeing
● Video games helps me deal with anxiety and helps me socially,
cognitively and psychologically
● Video games have a mixed effect on me physically
● I didn't realise how many different factors play a role in my
occupation
26. References
American Occupational Therapy Association (2002) Occupational Therapy Practice
Framework: Domain and Process. American Journal of Occupational Therapy, 56(6), pp. 609-
639.
Maclean, F., Carin-Levy, G., Hunter, H., Malcolmson, L., & Locke, E. (2012) The British Journal
of Occupational Therapy, 75(12), pp. 555-562
Rolfe, G., Freshwater, D., & Jasper, M. (2001) Critical Reflection for Nursing and the Helping
Professions: A User’s Guide. Basingstoke: Palgrave Macmillan
Strong, S., & Rebeiro-Gruhl, K. (2011). Person-Environment-Occupation model. In C. Brown &
V. Stoffel (Eds.) Occupational therapy in mental health: A vision for participation (pp. 31-46).
Philadelphia: F.A. Davis
Strong, S., Rigby, P., Stewart, D., Law, M., Letts, L., & Cooper, B. (1999) Application of the
Person-Environment-Occupation Model: a practical tool. Canadian Journal of Occupational
Therapy, 66(3), pp. 122-33.
Whiteford., G., Townsend, E., & Hocking, C. (2000) Reflections on a renaissance of
occupation. Canadian Journal of Occupational Therapy, 67(1), pp. 61-69.