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IntroductionIntroduce 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

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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)

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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)

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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)

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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)NostalgiaIntroduces you to different types of media

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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.

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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)

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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)

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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

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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

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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

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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

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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

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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

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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

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Any Questions?

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ReferencesAmerican 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.