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Background: Little prior research has been conducted on how mental health professionals (MHPs) view video games in the clinical context. The need for such contextual inquiry has recently emerged because game-based digital mental health interventions are actively developed and their successful implementation also depends on clinicians’ acceptance. Moreover, they are related to divisive topics: technological transformation and video games. Objective: We asked how do MHPs view video games in the clinical context. The study aims to inform the user-centered design of game-based digital mental health interventions.Methods: The study data combined three (n = 19, n = 16, n = 6) distinct qualitative interview datasets that explored Finnish MHPs’ views on video games. The data were combined (n = 41) and inductively analyzed using reflexive thematic analysis. Two post hoc analyses were designed using complementary qualitative questionnaire data (n = 80) gathered together with the first interview dataset. Results: The reflexive thematic analysis generated three themes: 1) personally games are viewed as recreation, clinically as harm; 2) framing games as adverse technology or beneficial culture influences views; 3) exploring the role of gaming holistically in client’s life context. The post hoc analysis discovered a self-client attitude asymmetry and identified expectations about benefits and target audience for game-based interventions. Conclusion: MHPs’ prior experiences significantly influence their views on gaming in the clinical practice. Game-based intervention designers may benefit from considering these contextual stakeholder perceptions when designing and implementing novel digital mental health interventions.
Lukka et al. (Fri,) studied this question.