IDEAS home Printed from https://ideas.repec.org/a/wly/jocnur/v19y2010i23-24p3504-3515.html
   My bibliography  Save this article

Benefits of video home training on families’ health and interaction: evaluation based on follow‐up visits

Author

Listed:
  • Arja Häggman‐Laitila
  • Raija Seppänen
  • Katri Vehviläinen‐Julkunen
  • Anna‐Maija Pietilä

Abstract

Aim. The aim of this study is to describe the benefits of video home training on families’ health and interaction from the perspective of parents six months after the training. Background. There is hardly any empirical knowledge of how a resource‐enhancing approach could be used in nursing practice and how nursing in a home context affects the families’ health outcomes and interaction. Design. The study was designed as a descriptive qualitative service evaluation. Methods. Fifteen families with 66 family members participated in the study. The study material consisted of videotapes recorded at homes and family service plans produced during the process of the video home training. The data were analysed by qualitative content analysis and by the method of analysing photographs and videotapes. Results. Video home training was found to bring about many positive effects on families’ health and interaction. The families had reached their goals related to parenthood, relationship between the partners, childcare skills and child‐rearing skills. Conclusion. The entire family benefited from the video home training. Video home training can be recommended in providing families with early support and anticipating and preventing family problems. Relevance to clinical practice. Video home training is applicable to family nursing owing to the concrete and interactive nature of the method. It supports the realisation of family centredness and family orientation.

Suggested Citation

  • Arja Häggman‐Laitila & Raija Seppänen & Katri Vehviläinen‐Julkunen & Anna‐Maija Pietilä, 2010. "Benefits of video home training on families’ health and interaction: evaluation based on follow‐up visits," Journal of Clinical Nursing, John Wiley & Sons, vol. 19(23‐24), pages 3504-3515, December.
  • Handle: RePEc:wly:jocnur:v:19:y:2010:i:23-24:p:3504-3515
    DOI: 10.1111/j.1365-2702.2010.03241.x
    as

    Download full text from publisher

    File URL: https://doi.org/10.1111/j.1365-2702.2010.03241.x
    Download Restriction: no

    File URL: https://libkey.io/10.1111/j.1365-2702.2010.03241.x?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Nathan Wilkinson & Rebecca P. Ang & Dion H. Goh, 2008. "Online Video Game Therapy for Mental Health Concerns: A Review," International Journal of Social Psychiatry, , vol. 54(4), pages 370-382, July.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Maite Frutos-Pascual & Begoña García Zapirain & Amaia Méndez Zorrilla, 2014. "Adaptive Tele-Therapies Based on Serious Games for Health for People with Time-Management and Organisational Problems: Preliminary Results," IJERPH, MDPI, vol. 11(1), pages 1-24, January.
    2. Helen Morgan & Amanda O'Donovan & Renita Almeida & Ashleigh Lin & Yael Perry, 2020. "The Role of the Avatar in Gaming for Trans and Gender Diverse Young People," IJERPH, MDPI, vol. 17(22), pages 1-11, November.
    3. Aventin, Áine & Houston, Stan & Macdonald, Geraldine, 2014. "Utilising a computer game as a therapeutic intervention for youth in residential care: Some preliminary findings on use and acceptability," Children and Youth Services Review, Elsevier, vol. 47(P3), pages 362-369.
    4. Ignacio Miralles & Carlos Granell, 2019. "Considerations for Designing Context-Aware Mobile Apps for Mental Health Interventions," IJERPH, MDPI, vol. 16(7), pages 1-21, April.
    5. James Stewart & Lizzy Bleumers & Centeno, 2013. "The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy," JRC Research Reports JRC78777, Joint Research Centre.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:wly:jocnur:v:19:y:2010:i:23-24:p:3504-3515. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Wiley Content Delivery (email available below). General contact details of provider: https://doi.org/10.1111/(ISSN)1365-2702 .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.