11. |
- Larsson-Lund, Maria, 1967-, et al.
(författare)
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Occupational challenges in a digital society : A discussion inspiring occupational therapy to cross thresholds and embrace possibilities
- 2020
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Ingår i: Scandinavian Journal of Occupational Therapy. - : Taylor & Francis. - 1103-8128 .- 1651-2014. ; 27:8, s. 550-553
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Tidskriftsartikel (refereegranskat)abstract
- The digital transformation of society and the increased need for digital competence implies extensive changes in peoples’ everyday lives and occupations. Heretofore, the discussion in the field of occupational therapy about the consequences of digitalisation has been vague. The aim of this discussion paper is to outline some reflections and to offer some arguments on how to meet the changes following digitalisation and its impact on occupational therapy. The discussion focuses on three issues: the new conditions for participation in a digital society and the role of occupational therapy and occupational therapists in the evolving digital society as well as what occupational therapists need to be pro-active and to embrace the ongoing changes in a digital society. In conclusion, occupational therapy needs to advance its position and become pro-active to cross the threshold and to embrace the possibilities that digitalisation holds for peoples’ everyday lives to support occupational justice and health.
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12. |
- Larsson Lund, Maria, 1967-, et al.
(författare)
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Optimising the development of sustainable internet-based occupational therapy interventions: Important key actions and perspectives to consider
- 2022
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Ingår i: Scandinavian Journal of Occupational Therapy. - : Taylor & Francis. - 1103-8128 .- 1651-2014. ; 29:4, s. 259-269
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Tidskriftsartikel (refereegranskat)abstract
- BackgroundBy examining the health needs of the general population and utilising the potential of digitalisation as a driving force, new internet-based services need to be developed in occupational therapy. However, existing guidelines for the development of complex interventions provide scant information on how to develop internet-based interventions.AimThe aim of this paper is to share experiences and illustrate important key actions and new perspectives to consider during the innovation process of developing and designing an internet-based occupational therapy intervention.Method and MaterialsInternational guidelines for intervention development was reviewed to add important perspectives in the innovation process.ResultsThe illustration focuses on five key actions in the development phase to highlight new perspectives and questions important to consider when designing new internet-based occupational therapy interventions.ConclusionThe new perspectives can complement existing guidelines to enhance the development of more effective and sustainable internet-based interventions.SignificanceThe illustration provided has potential to improve the sustainability in innovation processes of new internet-based occupational therapy interventions.
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13. |
- Larsson-Lund, Maria, 1967-, et al.
(författare)
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Strategies for Empowering activities in Everyday life (SEE 1.0): study protocol for a feasibility study of an Internet-based occupational therapy intervention for people with stroke
- 2021
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Ingår i: Pilot and Feasibility Studies. - : Springer Nature. - 2055-5784. ; 7
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Tidskriftsartikel (refereegranskat)abstract
- Background: Rehabilitation after stroke seldom focuses on needs related to an active everyday life and the process of change that people must undergo to adapt to an altered capacity and life situation. In particular, occupational therapy in the late phase needs to support clients in adopting sustainable self-initiated management strategies to regain daily activities and an active everyday life. To improve access to rehabilitation, the use of digital solutions has been suggested. This study aims to evaluate the feasibility of the Internet-based occupational therapy intervention “Strategies for Empowering activities in Everyday life” (SEE, version 1.0). We will investigate the feasibility of the intervention process in terms of acceptability and adherence as well as the most suitable outcome measures to evaluate SEE and improve the knowledge about the potential changes and outcomes of SEE for clients with stroke.Methods: This feasibility study is based on a pretest posttest design without a control group. Quantitative and qualitative data will be collected from clients and staff concurrently embedded in a mixed-method design during the entire study.Discussion: The project is a first test of a novel Internet-based occupational therapy intervention, and the research will contribute to the continued development and evaluation of the SEE programme. SEE can provide people with strategies in daily activities that can support them to live an active everyday life despite changed capacity and to improve access to rehabilitation interventions.
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14. |
- Larsson-Lund, Maria, 1967-, et al.
(författare)
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Team-based rehabilitation after traumatic brain injury : a qualitative synthesis of evidence of experiences of the rehabilitation process
- 2022
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Ingår i: Journal of Rehabilitation Medicine. - : Foundation for Rehabilitation Information. - 1650-1977 .- 1651-2081. ; 54
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Tidskriftsartikel (refereegranskat)abstract
- Objective: To synthesize and explore experiences of the rehabilitation process for adults with traumatic brain injury receiving team-based rehabilitation.Data sources: A qualitative evidence synthesis was conducted according to the “Enhancing transparency in reporting the synthesis of qualitative research” (ENTREQ) Guidelines, of qualitative studies published in 5 databases in 2000–21.Study selection and data extraction: Screening, selection of relevant studies, assessment of methodological limitations, systematic qualitative content analysis and assessment of confidence with Grading of Recommendations Assessment, Development, and Evaluation- Confidence in the Evidence from Reviews of Qualitative research (GRADE-CERQual) were carried out by independent researchers.Data synthesis: The 10 included studies revealed how people with traumatic brain injury perceived that they struggled on their own for a long time to adapt their daily life. They experienced that access to team-based rehabilitation was scarce and that the interventions offered were neither individually tailored nor coordinated. A respectful attitude from professionals and individually adapted information facilitated their rehabilitation process.Conclusion: This qualitative evidence synthesis indicates areas for improvement and a need to develop person-centred team-based rehabilitation for adults with traumatic brain injury, in terms of accessibility, coordination, continuity, content and participation. Given the limited opportunities for team-based rehabilitation after hospital discharge, further research is needed to understand how rehabilitation can sup-port the adaptation of everyday life.
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15. |
- Lexen, Annika, et al.
(författare)
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Arbete, vardagsliv och hälsa
- 2022. - 3
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Ingår i: Hälsa och aktivitet i vardagen - ur ett arbetsterapeutiskt perspektiv. - Nacka : Sveriges Arbetsterapeuter. - 9789187837791 ; , s. 171-185
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Bokkapitel (övrigt vetenskapligt/konstnärligt)
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16. |
- Loudoun, Fiona M., et al.
(författare)
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Children's experiences of play in digital spaces: A scoping review
- 2022
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Ingår i: PLOS ONE. - : Public Library of Science (PLOS). - 1932-6203. ; 17:8
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Forskningsöversikt (refereegranskat)abstract
- The United Nations Convention on the Rights of the Child has substantiated play for play's sake, thus focusing on the doing or being of play rather than any potentially desired outcomes. Examining this type of play from the perspective of the child acknowledges children as meaning-makers. A scoping review was conducted to expose and map the extent of the evidence available in the emerging and diverse field of children's experiences of play in digital spaces. Specifically, the literature was examined with regards to relevance to children's everyday lives, the personal and ecological relevance, and the methods used. A systematic search of the literature over the past fifteen years found thirty-one articles appropriate for inclusion. The analysis of the literature revealed that the articles formed four categories of how play in digital spaces was approached: 'Videogames, behaviours, and societal norms', 'Videogames for its own sake', 'Videogames for learning', and 'Active Videogames for health promotion'. This scoping review has identified a lack of articles focusing on children's experiences of play in a digital space, and these perspectives are essential for parents, professionals, game designers, and policymakers alike to contribute to an enhanced understanding of the role of play in digital spaces.
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17. |
- Loudoun, Fiona M., et al.
(författare)
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Making choices in digital play spaces: Children’s experiences
- 2023
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Ingår i: Scandinavian Journal of Occupational Therapy. - : Taylor & Francis. - 1103-8128 .- 1651-2014. ; 30:8, s. 1460-1471
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Tidskriftsartikel (refereegranskat)abstract
- Background:Digital spaces are rapidly emerging as a space for children to engage in autotelic play.Aim:To explore and describe children’s experiences of choice-making in their play in digital spaces from the perspective of children themselves.Methods:Focus groups were conducted with a total of eight children aged six years of age within their school, in a large city in Ireland. A Mosaic Approach with drawing, cutting, and colouring in was used to elicit the children’s voices to ensure their active engagement throughout the data collection. Data was analyzed using focus group analysis.Results:Data analysis revealed three main themes; children enjoy the ability to make choices in their play, that they are often constrained in their ability to make choices, and that they negotiate ways in which they can select options for play in digital spaces.Conclusions:Findings indicate that children are agentic individuals who are capable of making decisions in their play in digital spaces. This knowledge provides implications for Occupational Therapists to enhance play as an occupation in digital spaces.
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18. |
- Loudoun, Fiona M.
(författare)
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Play Occupations in Digital Spaces: Children’s Experiences Throughout Childhood
- 2024
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Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
- Play is enshrined as a right for all children and is characterised by its autotelic and intrinsic nature. As such, play is recognised as the primary occupation of children and best understood in terms of the multiple meanings it holds for individuals. The spaces in which children choose to play are considered to facilitate and limit opportunities and experiences for play reflecting a dynamic and complex interconnection between individuals, spaces, and occupations. Despite the exponential growth of gaming technologies and digital devices offering children spaces for a plethora of novel, captivating and diverse play experiences, there remains a limited understanding of how these spaces afford or constrain play, especially from the perspective of the main protagonist, the child. Exploring children’s perspectives of their play in such digital spaces can uncover the multifaceted dimensions highlighting the purposeful and meaningful nature of such occupations in children’s everyday life. Such understanding challenge current social discourses and support how such play experiences contribute to children’s wellbeing and active participation in society. The overall aim of this thesis was to generate a deeper understanding of children’s perceptions of their play occupations in digital spaces throughout the trajectory of childhood. This thesis was informed by four, qualitative research studies. Study I, a scoping review, aimed to identify and map the current literature examining children’s perspectives of play in digital spaces by exploring how the daily relevance, personal and ecological significance, and methods were approached in the research. The review identified thirty-one articles from the past fifteen years with data extracted inspired by theories of play, ecology, and occupation. The review highlighted a significant lack of empirical research focusing specifically on children’s autotelic play and which demonstrated a relevance to their everyday life. Additionally, we found that methods did not consistently involve the active participation of children. The findings from this review provided a clear rationale for the design of the subsequent three studies.Choice making reflects a key aspect of how children experience their play, therefore, study II explored children’s experiences of their choice making in play within digital spaces. Eight participants were recruited who were aged between 6 and 7 years old. Using a focus group design and a plethora of data generation tools, the findings indicate that children enjoyed the flexibility and variety of choices offered by their play in digital spaces yet were constrained in their possibilities for play. Further, findings highlight how children negotiate play experiences as a tension between choice making and their desire for mastery. Study III explored the play value of digital spaces, specifically how the digital space affords play from the perspective of the child. The study was conducted using focus groups and comic strips to elicit data from eight children aged 11 years old. Findings indicate that children value the endless opportunities for play that were not necessarily available to them in real world spaces. Children discussed the play value associated with continually exploring new tasks, roles, and arenas, a space to be and do together, and to develop and learn. Study IV explored and identified how the meaning of playing video games is situated in adolescents’ everyday life. The study utilised narrative methodologies to generate data from five participants aged 16 – 17 years. The findings reflect how they engage in processes negotiating and balancing between occupations in both the physical and digital space with play integrated across their everyday lives. These studies reveal the richness and depth of perspectives children hold with regard their play in digital spaces and uncovers a unique and diverse number of characteristics that contributes to our understanding of the meaning children hold of this key occupation of childhood. This thesis articulates how children consider the primacy of play in their everyday lives in their negotiations between play in physical and digital spaces and how the, often overlooked, social dimensions of such play experiences throughout the course of childhood serves to enhance their connections with others and promote a sense of belonging. Additionally, the perception of competence in their play fostered their sense of self whilst embodying other roles and identities reflect a progression towards a future self. This enhanced understanding of the play occupations in digital spaces can be used to promote, offer, and design play occupations that reflect the experiences of children themselves thus recognising how and where play in digital spaces is integrated in relation to everyday life. To further explore play occupations in digital spaces, it may be fruitful for future research to be designed with children in mind to further enhance understanding.
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19. |
- Loudoun, Fiona M., et al.
(författare)
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Play value of digital play spaces: Children's voices
- 2024
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Ingår i: International Journal of Child-Computer Interaction. - : Elsevier. - 2212-8689 .- 2212-8697. ; 40
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Tidskriftsartikel (refereegranskat)abstract
- Play for plays sake emphasises the significance of how children characterise play opposed to any secondary purposes or benefits it may generate. The concept of play value draws attention to how the space in which children play proffers the experiences that children want. Increasingly, digital play experiences are emerging as spaces for play. This inquiry aims to examine the play value of digital spaces, specifically how play is afforded by the digital space from the perspective of children. Eight children aged 11 years old participated in seven focus groups, creating comic strips which were used to elicit discussions. Focus group analysis generated three themes with associated sub-themes which were collectively explained by the overarching theme of endless possibilities in play in digital spaces. This study provides a new understanding of how digital spaces affords play value from the child's perspective.
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20. |
- Malinowsky, Camilla, et al.
(författare)
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Patterns of participation : Facilitating and hindering aspects related to places for activities outside the home after stroke
- 2020
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Ingår i: Scandinavian Journal of Occupational Therapy. - : Taylor & Francis. - 1103-8128 .- 1651-2014. ; 27:3, s. 204-212
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Tidskriftsartikel (refereegranskat)abstract
- Background: Being engaged in activities in places outside the home after a stroke can be challenging. Knowledge about what characterize places outside the home is important to support participation.Objectives: To explore patterns of participation in places for activities outside the home after stroke and whether these patterns were associated with personal and environmental aspects.Material and methods: Sixty-three people with stroke were interviewed using the Participation in Activities and Places Outside Home (ACT-OUT) questionnaire. A two-step cluster analysis was used to identify patterns of participation and non-parametric test was used to explore potential associations to the patterns of participation.Results: Four clusters of patterns of participation, based on frequency, familiarity of the place/the way to the place and perceived distance, were identified. The patterns were significantly associated with type of place, activity domain, retained or abandoned participation, transportation and being accompanied by someone. The severity of disability was significantly associated with groups of individuals with different patterns of participation.Conclusions: Different combinations of aspects facilitated and hindered whether or not participation changed. To support people with stroke in their endeavour to retain or recapture participation, social support is important to consider in relation to transportation, activities and places outside the home.
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