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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
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)
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)
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)
Why Video Games Have Meaning
and Purpose to Me
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
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.
Person
OccupationEnvironment Occupational
Performance
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)
Movie Time
Impact on health and wellbeing
Focusing on;
Anxiety
Cognitively
Physically
Socially
Psychologically
Anxiety

Regulate emotions (Olson et
al., 2008; Olson, 2010)
Escapism (Olson et al., 2008)
Keeps my attention (Gentile
and Gentile, 2008)
Like keeping hands busy

Can have opposite effect and
increase aggression and
depressive thoughts
(Anderson et al., 2010)
Might not always be available
Agency, mastery of virtual environment, peace of mind,
contentment, physically, productivity, socially
Cognitive

Helps problem-solving
(Prensky, 2012)
Helps creativity (Cooper et
al., 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
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
Social

Can enhance prosocial
thoughts, empathy, and
helping (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)
Identity, connectedness, helps me form new relationships
Psychological

Feedback and reinforcement,
participation, difficulty
variables (Gentile and
Gentile, 2008)
Relentlessly optimistic
(McGonigal, 2011)

Can be addictive (Anderson
et al., 2010; Gentile, 2009)
Positive outlook on life, sense of achievement, participation
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
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
Any Questions?
References
American Occupational Therapy Association (2002) Occupational Therapy Practice Framework: Domain and Process. American
Journal of Occupational Therapy, 56(6), pp. 609-639.
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & Saleem, M. (2010) Violent video game effects
on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin,
136, pp. 151–173.
Biddiss, E., & Irwin, J. (2010) Active video games to promote physical activity in children and youth. Arch Pediatr Adolesc Med,
164(7), pp. 664–672.
Bushman, B. J., & Anderson, C. A. (2002) Violent video games and hostile expectations: A test of the general aggression model.
Personality and Social Psychology Bulletin, 28, pp. 1679–1686.
Cooper, S., Khatib, F., Treuille, A., Barbero, J., Lee, J., Beenen, M., & Popovi´c, Z. (2010) Predicting protein structures with a
multiplayer online game. Nature, 466, pp. 756–760.
Cronin, J. M., & McCarthy, M. B. (2011) Fast food and fast games: An ethnographic exploration of food consumption complexity
among the videogames subculture. British Food Journal, 113(6), pp. 720-743.
Ferguson, C. J., & Garza, A. (2011) Call of (civic) duty: Action games and civic behavior in a large sample of youth. Computers in
Human Behavior, 27, pp. 770–775.
Gackenbach, J. I. (2006) Video game play and lucid dreams: Implications for the development of consciousness. Dreaming: Journal
of the Association for the Study of Dreams, 16, pp. 96 –110.
Gentile, D. A. (2009) Pathological video-game use among youth ages 8-18: a national study. Psychol Sci, 20(5), pp. 594–602.
Gentile, D. A., & Gentile, J. R. (2008) Violent video games as exemplary teachers: A conceptual analysis. Journal of Youth and
Adolescence, 9, pp. 127–141.
Greitemeyer, T., & Osswald, S. (2011) Playing prosocial video games increases the accessibility of prosocial thoughts. J Soc
Psychol, 151(2), pp. 121–8.
Hefner, D., Klimmt, C., & Vorderer, P. (2007) Identification with the player character as determinant of video game enjoyment. In:
Ma, L., Rauterberg, M., & Nakatsu, R. ed. Entertainment computing– International Conference of Entertainment Computing. Berlin:
Springer, pp. 39-48. Cited in: Olson, C. K. (2010) Children’s Motivations for Video Game Play in the Context of Normal Development.
Review of General Psychology, 14(2), pp. 180–187.
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012) Information technology use and creativity:
Findings from the Children and Technology Project. Computers in Human Behavior, 28, pp. 370–376.
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.
Maclean, F., Carin-Levy, G., Hunter, H., Malcolmson, L., & Locke, E. (2012) The usefulness of the Person-Environment-Occupation
Model (PEO Model) in an acute physical health care setting. British Journal of Occupational Therapy, 75(12), pp. 555-562.
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. New York, NY: Penguin
Press. Cited in: Cited in: Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) The Benefits of Playing Video Games. American
Psychologist, 6 (1), pp. 66-76.
Olson, C. K. (2010) Children’s Motivations for Video Game Play in the Context of Normal Development. Review of General
Psychology, 14(2), pp. 180–187.
Olson, C. K., Kutner, L. A., & Warner, D. E. (2008) The role of violent video game content in adolescent development: Boys’
perspectives. Journal of Adolescent Research, 23, pp. 55–75.
Pierce, D. (2001) Untangling Occupation and Activity. American Journal of Occupational Therapy, 55(2), pp. 138-146.
Prensky, M. (2012) From digital natives to digital wisdom: Hopeful essays for 21st century learning. Thousand Oaks, CA: Corwin Press. Cited in:
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) The Benefits of Playing Video Games. American Psychologist, 6 (1), pp. 66-76.
Rolfe, G., Freshwater, D., & Jasper, M. (2001) Critical Reflection for Nursing and the Helping Professions: A User’s Guide. Basingstoke: Palgrave
Macmillan.
Squire, K. (2008) Open-ended video games: A model for developing learning for the interactive age. In: Salen, K. ed. The ecology of games:
Connecting youth, games, and learning. Cambridge, MA: MIT Press, pp. 167-198. Cited In: Olson, C. K. (2010) Children’s Motivations for Video
Game Play in the Context of Normal Development. Review of General Psychology, 14(2), pp. 180–187.
Strong, S., & Rebeiro-Gruhl, K. (2011) Person-Environment-Occupation model. In: Brown, C & Stoffel, V. eds. Occupational therapy in mental
health: A vision for participation. Philadelphia: F.A. Davis, pp. 31-46.
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.
The World Health Organisation (n.d.) Frequently asked questions [Online]. Available from: <http://www.who.int/suggestions/faq/en/> [Accessed
5th April 2014].
The World Health Organisation (2014) Mental health: strengthening our response [Online]. Available from:
<http://www.who.int/features/qa/62/en/> [Accessed 7th April 2014].
Vandewater, E. A., Shim, M., & Caplovitz, A. G. (2004) Linking obesity and activity level with children’s television and video game use. Journal of
Adolescence, 27, pp. 71–85.
Wilcock, A.A. (1998) An occupational perspective of health. Thorofare, NJ: Slack.
Whiteford., G., Townsend, E., & Hocking, C. (2000) Reflections on a renaissance of occupation. Canadian Journal of Occupational
Therapy, 67(1), pp. 61-69.
Wood, W (1998) The Genius Within. American Journal of Occupational Therapy, 52(5), pp. 320-325.
Yee, N. (2006) Motivations for play in online games. Cyber Psychology & Behavior, 9, pp. 772–775.

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Videogames Final

  • 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 to Me 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. Person OccupationEnvironment Occupational Performance
  • 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)
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15. Impact on health and wellbeing Focusing on; Anxiety Cognitively Physically Socially Psychologically
  • 16. Anxiety  Regulate emotions (Olson et al., 2008; Olson, 2010) Escapism (Olson et al., 2008) Keeps my attention (Gentile and Gentile, 2008) Like keeping hands busy  Can have opposite effect and increase aggression and depressive thoughts (Anderson et al., 2010) Might not always be available Agency, mastery of virtual environment, peace of mind, contentment, physically, productivity, socially
  • 17. Cognitive  Helps problem-solving (Prensky, 2012) Helps creativity (Cooper et al., 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
  • 18. 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
  • 19. Social  Can enhance prosocial thoughts, empathy, and helping (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) Identity, connectedness, helps me form new relationships
  • 20. Psychological  Feedback and reinforcement, participation, difficulty variables (Gentile and Gentile, 2008) Relentlessly optimistic (McGonigal, 2011)  Can be addictive (Anderson et al., 2010; Gentile, 2009) Positive outlook on life, sense of achievement, participation
  • 21. 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
  • 22. 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
  • 23.
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