Taking Steps: Using collaborative group game design to consolidate and evaluate experiences of individual chief complaint-orientated cognitive behavioural therapy for psychosis (C-Co CBTp) in conditions of high security
dc.contributor.author | Slater, Jonathon J. G. | |
dc.contributor.author | Painter, Glenn | |
dc.date.accessioned | 2017-09-20T15:58:03Z | |
dc.date.available | 2017-09-20T15:58:03Z | |
dc.date.issued | 2016 | |
dc.identifier.citation | Slater, J. J. G. & Painter, G. (2016). Taking Steps: Using collaborative group game design to consolidate and evaluate experiences of individual chief complaint-orientated cognitive behavioural therapy for psychosis (C-Co CBTp) in conditions of high security. Cognitive Behaviour Therapist, 9 (pp.e9. | |
dc.identifier.other | 10.1017/S1754470X16000064 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12904/9978 | |
dc.description.abstract | Although individual cognitive behavioural therapy for psychosis (CBTp) is a recommended treatment in the UK, studies evaluating participant experiences are limited, particularly in high-security (HS) conditions. Traditional methods of participant evaluation disadvantage HS patients. Individual chief-complaint orientated CBTp (C-Co CBTp), a variant of CBTp, is offered in a HS setting. The paper aimed first, to evaluate participant experiences of individual C-Co CBTp within HS conditions, and second, to evaluate collaborative group game design as a means of evaluating participants’ experiences. Collaborative group game design was used as a novel method of participatory action research to evaluate patient and practitioner experiences of C-Co CBTp. Fifteen participants (10 inpatients, five staff) developed a life-size game representing their experiences of C-Co CBTp and offered feedback on the process. The game comprised of 24 squares, each depicting and describing a therapy experience, and a set of game-play cards. Collaborative group game design is a viable means of evaluating participant experiences. Findings corroborate and add to the current evaluation literature. Participants placed particular emphasis on collaboration, the therapeutic relationship, therapy as a nonlinear process and vulnerability and hope. (PsycINFO Database Record (c) 2016 APA, all rights reserved)(journal abstract) | |
dc.description.uri | https://www.cambridge.org/core/journals/the-cognitive-behaviour-therapist/article/div-classtitletaking-steps-using-collaborative-group-game-design-to-consolidate-and-evaluate-experiences-of-individual-chief-complaint-orientated-cognitive-behavioural-therapy-for-psychosis-c-co-cbtp-in-conditions-of-high-securitydiv/CBCB92C645DAFDA014DD150D4D48FD3D | |
dc.subject | Cognitive behavioural therapy | |
dc.subject | Psychotic disorders | |
dc.subject | High security facilities | |
dc.title | Taking Steps: Using collaborative group game design to consolidate and evaluate experiences of individual chief complaint-orientated cognitive behavioural therapy for psychosis (C-Co CBTp) in conditions of high security | |
dc.type | Article | |
html.description.abstract | Although individual cognitive behavioural therapy for psychosis (CBTp) is a recommended treatment in the UK, studies evaluating participant experiences are limited, particularly in high-security (HS) conditions. Traditional methods of participant evaluation disadvantage HS patients. Individual chief-complaint orientated CBTp (C-Co CBTp), a variant of CBTp, is offered in a HS setting. The paper aimed first, to evaluate participant experiences of individual C-Co CBTp within HS conditions, and second, to evaluate collaborative group game design as a means of evaluating participants’ experiences. Collaborative group game design was used as a novel method of participatory action research to evaluate patient and practitioner experiences of C-Co CBTp. Fifteen participants (10 inpatients, five staff) developed a life-size game representing their experiences of C-Co CBTp and offered feedback on the process. The game comprised of 24 squares, each depicting and describing a therapy experience, and a set of game-play cards. Collaborative group game design is a viable means of evaluating participant experiences. Findings corroborate and add to the current evaluation literature. Participants placed particular emphasis on collaboration, the therapeutic relationship, therapy as a nonlinear process and vulnerability and hope. (PsycINFO Database Record (c) 2016 APA, all rights reserved)(journal abstract) |