Shelley Seaton in conversation with Jerome Carson

2019 ◽  
Vol 23 (1) ◽  
pp. 12-15
Author(s):  
Shelley Seaton ◽  
Jerome Carson

Purpose The purpose of this paper is to provide a profile of Shelley Seaton. Design/methodology/approach Shelley gives a short background to her life story and is then interviewed by Jerome. Findings Shelley tells us about a number of life events that impacted on her mental health issues, starting with childhood bullying and also abusive relationships. Research limitations/implications The case study approach privileges the person’s lived experience. It also lets us see the unique complexity of each person’s story. Practical implications Shelley received little help in the form of counselling either at school or when she experienced post-natal depression. Social implications When mental health problems start in childhood, schools have a vital role to play. While the bullying stopped when Shelley’s Mum went to the school, the damage was already done. She was given no support to help her through this. Originality/value Patricia Deegan has asked, “Could you have survived what this person has survived?” (Deegan, 1996, p. 95). Shelley’s story is a tale of survival.

2019 ◽  
Vol 24 (1) ◽  
pp. 13-16
Author(s):  
Maddi Faith ◽  
Jerome Carson

Purpose The purpose of this paper is to provide a profile of Maddi Faith. Design/methodology/approach In this single case study, Maddi gives a short background and the origins of her mental health issues and is then interviewed by Jerome. Findings Maddi tells the authors how her problems developed in her childhood and of the journey she has been on since. Research limitations/implications Single case studies provide a single perspective. Yet are they of any less value than a commentary by an academic? On the contrary, many offer unique insights into how the authors provide services for people with mental health problems, and of better ways to help them. Practical implications Maddi raises the issue of “falling between services”, with the result that the individual concerned does not receive the help they need. Social implications The persistent stigma of mental health problems is an issue that will need to be addressed for decades if it is to be overcome. Personal witness is vital in tackling this issue. Maddi has already done a lot to address this through her work at University. Originality/value The Trust the second author worked for, for many years used to have a staff “Made a Difference” award. Maddi surely deserves such an award for her own efforts to develop our understanding of the realities of mental health problems.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Lizzie Hehir ◽  
Jerome Carson

Purpose The purpose of this paper is to provide a profile of Lizzie Hehir. Lizzie tells her own story and is then interviewed by Jerome. Design/methodology/approach This series of papers used the case study approach. However, each paper is written collaboratively, using the person’s own words. The deeply individual nature of each person’s story reminds us of the complexities of working in mental health. Findings In her account, Lizzie tells us of her long-term battles with self-harm. It was a struggle that she eventually won. Research limitations/implications Individual stories allow us to access people’s lived experience with mental illness. No diagnostic manual can ever truly categorise this uniqueness. Practical implications Lizzie shows it is possible to overcome self-harm though she still experiences something of the trauma she went through when she has triggers. Social implications When we see burns victims, we seldom approach them asking them how they sustained their injuries, but as Lizzie points out, many people feel able to ask people who have self-harmed about their injuries. Originality/value Lizzie writes with conviction and humility. Now working in mental health, she is able to reach out to others who are as troubled as she once was.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Nada Alattar ◽  
Anne Felton ◽  
Theodore Stickley

Purpose Stigma associated with mental health problems is widespread in the Kingdom of Saudi Arabia (KSA). Consequently, this may prevent many Saudi people from accessing the mental health-care services and support they need. The purpose of this study is to consider how stigma affects people needing to access mental health services in the KSA. To achieve this aim, this study reviews the knowledge base concerning stigma and mental health in KSA and considers specific further research necessary to increase the knowledge and understanding in this important area. Design/methodology/approach This review examines the relevant literature concerning mental health stigma and related issues in KSA using the Arksey and O'Malley and the Preferred Reporting Items for Systematic Reviews and Meta-Analyses frameworks. As a scoping review, it has used a systematic approach in literature searching. The results of the search were then thematically analysed and the themes were then discussed in light of the concepts of stigma and mental health. Findings Stigma around mental health impedes access to care, the nature of care and current clinical practice in the KSA. The voices of those with mental health issues in KSA are almost entirely unrepresented in the literature. Originality/value The review identifies that mental health stigma and cultural beliefs about mental health in KSA may act as barriers to accessing services. The voice of mental health service users in KSA remains largely unheard. If public discussion of mental health issues can increase, people’s experiences of accessing services may be improved.


10.2196/12432 ◽  
2019 ◽  
Vol 6 (4) ◽  
pp. e12432 ◽  
Author(s):  
Joseph Fordham ◽  
Christopher Ball

Background Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Gill Brown ◽  
Amy Leigh Rathbone ◽  
Julie Prescott

Purpose The SMILE study (social media as informal support for people with mental illness: an exploratory study) aimed to explore how people with mental health issues use and value social media as a support mechanism. Design/methodology/approach A systematic search of Facebook and Twitter identified groups and pages relating to mental health issues. In total, 203 users over the age of 18 were recruited via Facebook and Twitter. Any user who considered themselves to experience mental health problems could opt to participate and no exclusion criteria were applied. A mixed-methods online survey retrieved demographic and qualitative data by asking users to describe their personal experiences when using social media for mental health support. Findings Users perceive Facebook and Twitter as useful online resources to gain informational and emotional support and to share experiences. The benefits were; ease of access, anonymity and personal control over engagement levels. Users had subjective experiences of engagement, however, overall these were deemed positive. Using Facebook and Twitter for mental health provided users with a sense of connectedness and reduced feelings of isolation. Originality/value The qualitative methodology allowed participants to share their experiences and views, with positive implications for services. Social media was discussed as a prospective tool for raising awareness and reducing stigma. The study highlights the scope for mental health service providers to tap into the social media consumer market and provide quality online support provision.


2018 ◽  
Vol 22 (4) ◽  
pp. 174-177
Author(s):  
Patsy Flanagan ◽  
Jerome Carson

Purpose The purpose of this paper is to provide a profile of Patsy Flanagan. Design/methodology/approach Patsy provides a short background to her life story and is then interviewed by Jerome. Findings Patsy shares with us a journey of suffering that started when she was only five, to today where she feels she has been saved by motherhood and would like to save others through her books. Research limitations/implications Case studies illustrate the complexities and the richness of human experience and help us understand mental health and mental illness better. Practical implications Patsy makes a heartfelt plea to those contemplating suicide, “I beg of you, reconsider. Life can improve”. Social implications To tackle the mental health epidemic we are witnessing, Patsy says we must start conversations about mental wellbeing in childhood. Schools have a vital role to play. Originality/value Patsy states that creativity and empathy can arise from suffering. Her own story bears witness to this.


2014 ◽  
Vol 18 (4) ◽  
pp. 198-202 ◽  
Author(s):  
Lynne Miller ◽  
Suzanne Clinton-Davis ◽  
Tina Meegan

Purpose – The purpose of this paper is to provide the personal accounts of the journey back to work from the perspective of both the person entering employment and the Employment Specialist who assisted them. Design/methodology/approach – Two people with mental health problems who received help into employment from an employment service in a London Mental Health Trust were asked to give write their accounts of their journey. The Employment Specialists who assisted them in this journey were also asked to write their accounts. Findings – Reflective accounts – no findings presented. Originality/value – Much has been written about the effectiveness of Individual Placement and Support evidence-based supported employment, but little has been published about the lived experience of this approach from the perspective of both the person endeavouring to return to work and the employment specialists who support them. This paper presents two such accounts.


2018 ◽  
Author(s):  
Joseph Fordham ◽  
Christopher Ball

BACKGROUND Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. OBJECTIVE This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. METHODS A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. RESULTS A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. CONCLUSIONS This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Stacey Withington ◽  
Jerome Carson

Purpose The purpose of this paper is to provide a profile of Stacey Withington. Design/methodology/approach In this case study, Stacey provides a short account of her life and is then interviewed by Jerome. Findings Stacey details how she was able to transform her life, despite the traumas experienced in her life. Research limitations/implications Although many of us will not have experienced the difficulties that Stacey has, we are all able to empathise with her story. We now have the gift of her story, to borrow the phrase from Dr Julie Leibrich (Leibrich, 1999). Practical implications How many times must people complain about the delay in accessing counselling and mental health services before something is done to tackle the problem? Social implications A mother, a partner and a son, backed up by wonderful tutors and friends, helped Stacey find the strength and talent that she possessed within. Originality/value Stacey is the first person featured in this series to be called a SHEro. In truth and as Patricia Deegan has stated, “try and see the person with mental health problems that you are working with as a hero” (Deegan, 1996). As Pat also says, “Could you have survived what that person has survived?” Stacey has not just survived, she is now flourishing!


2014 ◽  
Vol 9 (4) ◽  
pp. 207-214
Author(s):  
Naomi Russell ◽  
Jennifer Taylor

Purpose – The purpose of this paper is to describe the work of the Children and Young People's Programme of Time to Change, which is England's biggest campaign to end the stigma and discrimination that surrounds mental health. Design/methodology/approach – The paper draws upon research into the nature and effects of mental health stigma and discrimination on young people and also outlines the strategy of the Time to Change campaign and its initial outcomes. Findings – The paper includes testimonies from young people with lived experience of mental health problems about the stigma and discrimination they have faced. It also outlines the aims, objectives and stages of implementation of the Time to Change Children and Young People's Programme. The paper particularly focuses on the campaign work undertaken in secondary schools, the social leadership programme for young people with lived experience of mental health problems and the process of designing effective campaign messaging for social media. Originality/value – Time to Change is England's biggest campaign to end the stigma and discrimination that surrounds mental health. This paper provides a unique insight into the process of developing and rolling out an anti-stigma campaign for young people.


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