| Literature DB >> 34897910 |
Morten Deleuran Terkildsen1,2, Harry G Kennedy2,3,4, Christian Jentz2,5, Lisbeth Uhrskov Sørensen2,5.
Abstract
WHAT IS KNOWN ON THE SUBJECT?: Frontline forensic mental health staff often face challenges when providing recovery-orientated care, as they must balance between caring for the forensic psychiatric patient and at the same time ensuring safety and security for all other patients and staff at the ward. Research shows that balancing between care and custody in everyday clinical practice is possible, but more practical nursing studies showing ways of balancing power relations are needed to guide clinical practice. Online video games are increasingly recognized as promising new tools to promote social relations, establish competencies and re-articulate power relations in therapeutic environments. WHAT THE PAPER ADDS TO EXISTING KNOWLEDGE?: This paper provides insights into how using online video gaming interventions may influence the establishment of social power relations of staff and forensic psychiatric patients. It adds to existing research by providing a conceptual way to study and understand how mental health nurses may balance between care and custody, delivering care to accommodate patients' needs without compromising safety and security at the ward. This study answers a call in current research by providing qualified knowledge regarding the use of online video gaming to build and sustain therapeutic relations in mental health care. WHAT ARE THE IMPLICATIONS FOR PRACTICE?: Our paper suggests that balancing between care and custody is possible by using online video gaming interventions in forensic psychiatry. It moreover provides practice-close knowledge that may inspire and guide clinical mental health nurses to further develop online video gaming interventions in mental health care for the benefit of their patients. ABSTRACT: Introduction In recovery-oriented care, forensic psychiatric nurses must engage in care relationships with forensic psychiatric patients (FPs) whilst focussing on ward security. Online video games (OVGs) may provide a platform for negotiating power and social relations. Studies showing how OVG interventions may influence power balances in forensic psychiatric care are needed to guide clinical practice. Aim Our aim was to study how power relations were articulated between FPs and staff in an OVG intervention in a Danish forensic psychiatric ward. Method Data consist of three months of observational data and interviews with three staff members and six patients. We used sociologist Pierre Bourdieu's framework of field, power and capital to analyze data. Results The OVG intervention consisted of two power fields, "in-game" and "over-game." In-game concerned the practice of gaming. Over-game described the organization of the gaming intervention. Specific logics, skills and symbolic capitals drove power in each field. Discussion Power in-game was open to FPs and staff, leading to symmetric power relations. Power over-game was open to staff only, resulting in asymmetrical power relations. Implications for practice Online video game interventions may facilitate power balancing in forensic psychiatry. These insights may guide the development of new OVG interventions for patients and nurses in mental health care.Entities:
Keywords: forensic; nursing role; psychosocial intervention; recovery
Mesh:
Year: 2022 PMID: 34897910 PMCID: PMC9306509 DOI: 10.1111/jpm.12813
Source DB: PubMed Journal: J Psychiatr Ment Health Nurs ISSN: 1351-0126 Impact factor: 2.720
Individually negotiated goals for patients prior to and during the online video game recovery‐oriented intervention in a Danish medium security forensic psychiatric ward
| Goal to improve | Examples |
|---|---|
| Communication | Patients who do not speak very much because of their negative mental health symptoms will be trained on how to communicate when gaming. |
| Patients acting as in‐game leaders are trained to guide the group by precise instructions, give kindly worded instructions and avoid abusive verbal outbursts. | |
| Social skills | Patients who are assigned a tedious task in the game are trained to adhere to the mission for the sake of the group. |
| Patients who quit in the middle of a game due to, e.g., frustration are asked to stay because it will comprise the chance of winning for the entire team if they quit before the end of the game. | |
| Good players are instructed to teach less talented players. | |
| Handling aggression | Patients are trained to use positive expressions to praise and recognize their fellow players instead of yelling and being abusive. |
Typical schedule for a session of online video gaming in a Danish medium security forensic psychiatric ward
| 03.30–04.00 pm | Review the program for the session |
| 04.00–04.15 pm | Break |
| 04.15–04.30 pm | Continue review |
| 04.30–05.30 pm | Gaming session with the game of the day |
| 05.30–06.00 pm | Evaluation of the game |
| 06.00–06.45 pm | Dinner and smoking break. The instructors eat together to evaluate the session |
| 06.45–09.00 pm | New game based on the number of participants |
| 09.00–09.30 pm | Instructors document the session for each patient in the electronic patient file |
Written information for patients participating in online video gaming intervention in a Danish medium security forensic psychiatric ward
| The online video gaming group is a social activity seeking to provide a fun and rewarding community mixed with healthy competition and good team spirit. |
| The group is a structured treatment that aims to strengthen your social competencies and tolerance towards other people. The group is an arena for relationship‐building and training social skills. The social focus precedes the competitive aspect at all times. The instructors will regularly offer training sessions connected with the regular weekly meetings where participants are expected to attend. |
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| We look forward to playing with you. The staff |
Definition and elements of “Power In‐game” vs. “Power Over‐game” in online video game sessions in a medium secure forensic psychiatric ward, Denmark, 2019
| In‐game | Over‐game | |
|---|---|---|
| Definition | The practice of gaming together | The organization of a professional treatment intervention |
| Logic | Winning as a social enterprise | Providing therapeutic safety and security effective clinical treatment |
| Symbolic capital | Individual and social gaming skills | Clinically relevant education |
| Patient–staff power distribution | Symmetric | Asymmetric |