Where is the Evidence Base to Help Occupational Therapists Select Technological Occupations for Current and Future Service Users?

Author:

Gillen Ailsa1,Watkins Joella2

Affiliation:

1. Formerly Occupational Therapy Pathway Director and Senior Lecturer, Canterbury Christ Church University, Canterbury, Kent, and now Senior Lecturer in Occupational Therapy, University of the Sunshine Coast, Queensland, Australia

2. Formerly Occupational Therapy Student, Canterbury Christ Church University, Canterbury, Kent, and now Occupational Therapist, Hertfordshire Partnership NHS Foundation Trust, currently at Mental Health Unit, Lister Hospital, Stevenage, Hertfordshire

Abstract

Video game console technology (VGCT) is advancing, with the latest innovations being published regularly. Simultaneously, the current Baby Boomer and Generation X generations are adding to the increasing numbers within the ageing population. This population is conversant and comfortable with technology in all aspects of their life, but in particular within their leisure occupations. Occupational therapy must ensure that it not only understands changes in occupational engagement but also is willing to use VGCT as part of the intervention choices it offers to service users. However, there is a paucity of evidence around this, which occupational therapy would do well to address.

Publisher

SAGE Publications

Subject

Occupational Therapy

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