Mental Health Commission of Canada seeks input from Canadians with new framework document

2009 ◽  
1990 ◽  
Vol 9 (2) ◽  
pp. 97-109 ◽  
Author(s):  
Marcia H. Rioux ◽  
Cameron Crawford

Canadians who have disabilities are generally poor and have little if any significant attachment to the paid labour force. Income level and work have both been identified as critical factors in health and mental health. This article critically examines some of the key systemic factors responsible for the close bond that fuses disability, low participation in employment, and poverty. It outlines alternative principles for policy and program design, and examines in some detail the concrete implications of these principles as applied to the area of income programming. These alternatives could, it is argued, contribute to more inclusive workplaces and to an income system around disability that is more rational and equitable.


2020 ◽  
Vol 26 (6) ◽  
pp. 3363-3391
Author(s):  
Naomi Jacobs

AbstractThis article presents the framework Capability Sensitive Design (CSD), which consists of merging the design methodology Value Sensitive Design (VSD) with Martha Nussbaum's capability theory. CSD aims to normatively assess technology design in general, and technology design for health and wellbeing in particular. Unique to CSD is its ability to account for human diversity and to counter (structural) injustices that manifest in technology design. The basic framework of CSD is demonstrated by applying it to the hypothetical design case of a therapy chatbot for mental health. By applying CSD to a design case, the merits of this new framework over the standard VSD approach become apparent. Also, the application demonstrates what a technology design would look like when attention is paid to capabilities right from the start of the design process.


2001 ◽  
Vol 6 (1) ◽  
pp. 16-20 ◽  
Author(s):  
Claire Sturge

A scheme is described that involves close collaboration and joint working arrangements across agencies in achieving a tightly organised multi-agency specialist assessment of families in severe difficulties. It is presented as one model of multi-agency assessment work that fits with concepts in the new Framework document.


The Lancet ◽  
2012 ◽  
Vol 380 (9840) ◽  
pp. 448 ◽  
Author(s):  
The Lancet
Keyword(s):  

The Lancet ◽  
2012 ◽  
Vol 380 (9849) ◽  
pp. 1229
Author(s):  
Hugh Griffiths ◽  
Sue Bailey
Keyword(s):  

2015 ◽  
Vol 11 (2) ◽  
pp. 153
Author(s):  
Bengt Karlsson

Since 1998, there has been several extensive reforms in the mental health field in Norway. The reforms have changed the basic politics and conditions for the development of the field and set out a new framework for the different actors' participation. There are tensions in the development of the field with different strategies focusing on demands for change and better quality in the services. The reforms highlights different aspects of leadership and management through control, power and knowledge, discipline and self-discipline. The change of services also require ways to change the professionals and the citizens' different identities. The ways they collaborate and relate to one another are being standardized and often experienced as depersonalized. Meanwhile, both the service users and the professionals are involved in the governance and thus have a decisive influence on the success of the changes. This is a disciplinarian of the professionals into practices based in neoliberal thinking rather than based in professionals' knowledge from experience and practice. Many professionals experience their autonomy as reduced and threatened. They are being forced into a certain ways of organizing and practicing their work.


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2022 ◽  
Vol 14 (24) ◽  
pp. 122-133
Author(s):  
Kelli Dunlap ◽  
Rachel Kowert

There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represented in digital games, provide a new perspective for thinking critically about representation of mental illness in games, and overview a new framework for assessing video game content in this area.


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