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   <front>
      <journal-meta>
         <journal-id journal-id-type="DOAJ">15041611</journal-id>
         <journal-title-group>
            <journal-title>Voices: A World Forum for Music Therapy</journal-title>
         </journal-title-group>
         <issn>1504-1611</issn>
         <publisher>
            <publisher-name>GAMUT - Grieg Academy Music Therapy Research Centre (NORCE &amp;
               University of Bergen)</publisher-name>
         </publisher>
      </journal-meta>
      <article-meta>
         <article-id pub-id-type="doi">10.15845/voices.v21i2.3308</article-id>
         <article-categories>
            <subj-group subj-group-type="heading">
               <subject>Position Paper</subject>
            </subj-group>
         </article-categories>
         <title-group>
            <article-title>Music Technology Tools – A Therapist-in-a-box? Human–Computer Interaction
               and the Co-Creation of Mental Health</article-title>
         </title-group>
         <contrib-group>
            <contrib contrib-type="author">
               <name>
                  <surname>Jonassen</surname>
                  <given-names>Kjetil Høyer</given-names>
               </name>
               <xref ref-type="aff" rid="K_Jonassen"/>
               <address>
                  <email>jonassen@ansgarskolen.no</email>
               </address>
            </contrib>
         </contrib-group>
         <aff id="K_Jonassen"><label>1</label>Ansgar University College &amp; Sørlandet Hospital,
            ABUP, Kristiansand, Norway</aff>
         <contrib-group>
            <contrib contrib-type="editor">
               <name>
                  <surname>Crooke</surname>
                  <given-names>Alexander</given-names>
               </name>
            </contrib>
         </contrib-group>
         <contrib-group>
            <contrib contrib-type="reviewer">
               <name>
                  <surname>Miller</surname>
                  <given-names>Vern</given-names>
               </name>
            </contrib>
            <contrib contrib-type="reviewer">
               <name>
                  <surname>Viega</surname>
                  <given-names>Michael</given-names>
               </name>
            </contrib>
         </contrib-group>
         <pub-date pub-type="pub">
            <day>1</day>
            <month>7</month>
            <year>2021</year>
         </pub-date>
         <volume>21</volume>
         <issue>2</issue>
         <history>
            <date date-type="received">
               <day>20</day>
               <month>5</month>
               <year>2020</year>
            </date>
            <date date-type="accepted">
               <day>5</day>
               <month>5</month>
               <year>2021</year>
            </date>
         </history>
         <permissions>
            <copyright-statement>Copyright: 2021 The Author(s)</copyright-statement>
            <copyright-year>2021</copyright-year>
            <license license-type="open-access"
               xlink:href="http://creativecommons.org/licenses/by/4.0/">
               <license-p>This is an open-access article distributed under the terms of the
                     <uri>http://creativecommons.org/licenses/by/4.0/</uri>, which permits
                  unrestricted use, distribution, and reproduction in any medium, provided the
                  original work is properly cited.</license-p>
            </license>
         </permissions>
         <self-uri xlink:href="https://voices.no/index.php/voices/article/view/3308"
            >https://voices.no/index.php/voices/article/view/3308</self-uri>
         <abstract>
            <p>The purpose of this paper is to contribute to the discussion of technology in music
               therapy and public health, focusing on the human–computer interaction and the
               co-creation of mental health. Foundational theory explaining the possible therapeutic
               dynamics that can occur when engaged in digital technology is presented, along with
               two case vignettes that illustrate how adolescents interact with digital music
               technology to promote mental health and wellbeing. The discussion includes
               reflections concerning actor-network theory, agency, and affordance-theory, and it
               argues that the iPad should be considered a valuable co-agent in the agent-network
               functioning to promote adolescents’ mental health.</p>
         </abstract>
         <kwd-group kwd-group-type="author-generated">
            <kwd>Music technology</kwd>
            <kwd>iPad</kwd>
            <kwd>agency</kwd>
            <kwd>co-creation</kwd>
            <kwd>mental health and wellbeing</kwd>
         </kwd-group>
      </article-meta>
   </front>
   <body>
      <!-- sec lvl 2 begin -->
      <sec>
         <title>Introduction</title>
         <p>Portable music technology has changed the way we make music in the 21<sup>st</sup>
            century. Tablets and smartphones are considered powerful computational assets in music
            production; they are being used to record, edit, and process sound, and they contribute
            in the creation of musical artifacts, primarily in the popular music business. Moreover,
            the extensive, worldwide use of smartphones as personal computers, and the range of apps
            offered from all sorts of companies, organizations, and institutions, make this
            technology both highly accessible and highly comprehensive considering the diverse tools
            that are available. This development deeply impacts our daily lives. </p>
         <p>Among other things, music is now in our pockets. We listen to music in different
            situations and environments, and we know that music is important for people’s health.
            For instance, we know that music affects our brain (<xref ref-type="bibr" rid="BS2019"
               >Brean &amp; Skeie, 2019</xref>), our emotions (<xref ref-type="bibr" rid="JS2010"
               >Juslin &amp; Sloboda, 2010</xref>), and our health and wellbeing (<xref
               ref-type="bibr" rid=" MDKM2012">MacDonald et al., 2012</xref>) in many ways.
            According to a recent report from the World Health Organization (WHO), a meta-analysis
            showed that activities such as making and listening to music are associated with stress
            management and prevention, lower levels of biological stress, and lower daily anxiety
               (<xref ref-type="bibr" rid="FF2019">Fancourt &amp; Finn, 2019</xref>). In addition,
            it builds self-esteem, self-acceptance, confidence, and self-worth, which are considered
            protective against mental illness. Moreover, the technology offers a portable music
            studio right in our pockets. We have a <italic>music studio-in-a-box</italic>;<sup>
               <xref ref-type="fn" rid="ftn1">1</xref>
            </sup> it affords a unique opportunity to engage in creative music-making activities,
            not only to produce an artifact, but also as a potential co-creator of mental health: a
               <italic>therapist-in-a-box. </italic>
         </p>
         <p>In this paper, I present foundational theory explaining the possible therapeutic
            dynamics that can occur when engaged in digital technology. To exemplify this, I present
            two case vignettes that illustrate how adolescents interact with digital music
            technology to promote mental health and wellbeing. I also present the iPad<sup>®</sup>
            as a co-agent working with music and wellbeing, and I discuss how the iPad can become a
            co-creator of mental health. </p>
      </sec>
      <!-- sec lvl 2 end -->
      <!-- sec lvl 2 begin -->
      <sec>
         <title>Background </title>
         <!-- sec lvl 3 begin -->
         <sec>
            <title>The Co-agent</title>
            <p>The term <italic>co-agent </italic>is inspired by the recent philosophical
               perspective of an ethical and dialogical approach to mental health care (<xref
                  ref-type="bibr" rid="BT2017">Bøe &amp; Thomassen, 2017</xref>). In recent decades,
               mental health care has developed into a term that covers diverse practices, but with
               the same goal: improving people’s mental health. Within this context, not only health
               professionals, such as psychiatrists or psychotherapists, but also other
               professionals, with a range of expertise, are considered to be part of a person’s
               recovery. A multitude of humanistic agents can work together with health
               professionals to promote mental health.<sup>
                  <xref ref-type="fn" rid="ftn2">2</xref>
               </sup> A music producer, for instance, can use the expertise and knowledge of music
               production to work with music to promote people’s mental health and wellbeing, as one
               of many possible resources for recovery. My background as a musician, music producer
               and popular musicologist working on various technological platforms, makes me a
               humanistic agent in this context. Although I am not a trained therapist, I take part
               in a person’s recovery by offering my expertise together with other health
               professionals. The humanistic, resource- and empowerment-oriented health approach
               recognizes health not as the absence of illness (pathogenetic perspective), but as a
               holistic and salutogenic (<xref ref-type="bibr" rid="A1987">Antonovsky, 1987</xref>,
                  <xref ref-type="bibr" rid="A1996">1996</xref>) perspective focusing both on
               factors that promote health and on a state of health and wellbeing that balances the
               body, mind, and soul (<xref ref-type="bibr" rid="CA2014">Cappelen &amp; Andersson,
                  2014</xref>). This means that health is a subjective, experienced condition,
               existing as a continuum that can be influenced by our actions, participation, and
               self-actualization (<xref ref-type="bibr" rid="B1998">Bruscia, 1998</xref>; <xref
                  ref-type="bibr" rid="S2010">Stensæth, 2010</xref>). A professional music producer
               can subsequently influence this subjective, experienced condition by offering
               knowledge of practice and access to technological tools that enable users to take
               part in health-promoting activities. Consequently, the music producer becomes a
               co-agent in an interdisciplinary teamwork, promoting mental health and wellbeing.
            </p>
         </sec>
         <!-- sec lvl 3 end -->
         <!-- sec lvl 3 begin -->
         <sec>
            <title>The iPad as Co-agent</title>
            <p>In addition to human co-agents, several nonhuman co-agents are also present as
               resources in mental health care. One notion is the nonhuman
                  <italic>co-therapist</italic>—a concept used to explain the role of objects as
               cooperative elements in the treatment of mental health. This concept is known from
               eHealth (<xref ref-type="bibr" rid="FS2018">Federici &amp; Scherer, 2018</xref>;
                  <xref ref-type="bibr" rid=" SGF2015">Smaradottir et al., 2015</xref>; <xref
                  ref-type="bibr" rid="VVNK2013">van Velsen et al., 2013</xref>), nature-based or
               outdoor therapy (<xref ref-type="bibr" rid="BML2006">Berger &amp; McLeod,
               2006</xref>), and music therapy (<xref ref-type="bibr" rid="A2005">Aigen,
               2005</xref>; <xref ref-type="bibr" rid="R2013">Rolvsjord, 2013</xref>; <xref
                  ref-type="bibr" rid="W2014">Weissberger, 2014</xref>; <xref ref-type="bibr"
                  rid="WB2014">Wärja &amp; Bonde, 2014</xref>). These disciplines share a basic idea
               of the interactive, nonhuman co-agent as an active partner in the recovery process in
               mental health care.</p>
            <p>Moreover, the development in computer technology towards artificial intelligence (AI)
               has enabled deep learning technology that interacts and co-creates on a whole new
               level. In music production, computer-generated music-making, randomizers, generative
               or adaptive music generators, and automated audio mastering services are examples of
               how digital technology is more than just a passive tool. Whether the aim is to make a
               musical artifact or to use music-making as a means to obtain other objectives,
               computers can be co-agents in these processes. The iPad, being a versatile computer
               with numerous possibilities for musical interaction within the various apps
               available, is consequently a potential co-agent, both in making music and in turning
               the creative music-making process into a resource for recovery and treatment in
               mental health care. </p>
            <p>For the latter to happen, co-creation (<xref ref-type="bibr" rid="E2014">Eide,
                  2014</xref>; <xref ref-type="bibr" rid="S2018">Stensæth, 2018</xref>) is
               emphasized as a vital quality to promote positive musicking (<xref ref-type="bibr"
                  rid="S1998">Small, 1998</xref>) experiences. The iPad does not make music, nor
               does it promote mental health and wellbeing all by itself; it is a
                  <italic>co</italic>-agent, meaning it needs to collaborate with other co-agents.
               However, the co-agent perspective on technology means that the focus shifts from
               controlling the interface to motivating social interaction, musicking, and
               co-creation (<xref ref-type="bibr" rid="CA2014">Cappelen &amp; Andersson,
               2014</xref>). In a therapeutic setting, many agents are involved in a patient’s
               recovery and wellbeing. These agents (both human and nonhuman) are engaged in a
               socially constructed agency network that relies on co-creational skills and mutual
               interaction (<xref ref-type="bibr" rid="A2014">Ansdell, 2014</xref>). In my research,
               working with the iPad as a co-agent in mental health, this notion suggests that
               further examination of this human-technology interaction is required to better
               understand the role of the iPad within this interaction and its potential health
               benefits. </p>
         </sec>
         <!-- sec lvl 3 end -->
         <!-- sec lvl 3 begin -->
         <sec>
            <title>The Human–Computer Interaction</title>
            <p>The attempt to “humanize” the iPad and expand its status from being merely a tool to
               becoming a co-agent within an agency network is founded on interdisciplinary
               discussions going back to the beginning of computers. According to Brey (<xref
                  ref-type="bibr" rid="B2005">2005</xref>), discussing human–computer interaction
               (HCI) from a computational science perspective, the primary epistemic relation
               between humans and computers, as information processing and problem-resolving tools,
               has in recent years been supplemented by an ontic relation. This ontic relation
               stimulates virtual and social environments that extend the interactive possibilities
               found in our physical environment. When the computer functions as an enhancement of
               human cognition, humans and computers become a <italic>hybrid cognitive
                  system</italic>, unlike any other human-technology interaction:</p>
            <disp-quote>
               <p>[…] the computer is a special cognitive artifact that is different from others in
                  that it is capable of autonomously performing cognitive tasks and is able to
                  engage in symbiotic relationships with humans to create hybrid cognitive systems.
                     (<xref ref-type="bibr" rid="B2005">Brey, 2005, p. 393</xref>) </p>
            </disp-quote>
            <p>This hybrid cognitive system is part human, part artificial, integrating the
               cognitive functions of the two parts to cooperate in performing cognitive tasks. From
               this perspective, the computer is considered both autonomous and part of an agency
               network, capable of engaging in creative, co-creational relationship with humans. </p>
            <p>In music production, such co-creational relationships exist on several levels. Humans
               and computers cooperate to perform cognitive tasks, but the relationship also has
               practical consequences, affecting how musicians work, and aesthetic consequences,
               shaping the sound and structure of the music (<xref ref-type="bibr" rid="BST2006"
                  >Bennett et al., 2006</xref>; <xref ref-type="bibr" rid="FZT2016">Frith &amp;
                  Zagorski-Thomas, 2016</xref>; <xref ref-type="bibr" rid="HSHM2019"
                  >Hepworth-Sawyer et al., 2019</xref>; <xref ref-type="bibr" rid="ZTISL2020"
                  >Zagorski-Thomas et al., 2020</xref>). In a similar way that Brey (<xref
                  ref-type="bibr" rid="B2005">2005</xref>) argues for an evolution in HCI towards
               a boundless virtual reality, Moorefield (<xref ref-type="bibr" rid="M2005"
                  >2005</xref>) describes an analogous evolution in music recording, also driven by
               the underlying mechanism of technological development. He claims that “recording’s
               metaphor has shifted from one of the ‘illusion of reality’ (mimetic space) to the
               ‘reality of illusion’ (a virtual world in which everything is possible)” (p. xiii).
               This “virtual musical reality” that Moorefield refers to is co-created by
               human-technology interaction, within a “symbiotic relationship” between human and
               machine, where technology operates as a co-agent. Without crossing the borders of
               technological determinism, one might say that these metaphors suggest a notion of
               “humanized” technology (or technology that possesses “human” skills and qualities)
               that actively participates in co-creating artwork and making “decisions,” thereby
               stretching the boundaries of reality. Brown (<xref ref-type="bibr" rid="B2016"
                  >2016</xref>) puts it in the following way when explaining the computer as a
               musical partner: “Coding enables automated behaviours that take on a life of their
               own” (p. 179).</p>
            <p>This co-agent perspective on technology challenges current thinking and historic
               misconceptions about incorporating technology into music therapy. In a reflection
               about interactive musical media, Stensæth (<xref ref-type="bibr" rid="S2018"
                  >2018</xref>) leads us away from the notion of technology as an object or tool,
               and instead suggests “human–computer interaction” as a frame for examining the
               relationship between technology and the user. Drawing on experience from the RHYME
               project (<xref ref-type="bibr" rid="S2014a">Stensæth, 2014a</xref>), she argues that
               the media became active agents of co-creation when they were “transformed from
               intermediaries into technical and musical actors that were able to learn, memorize
               and respond to the inputs the user made” (<xref ref-type="bibr" rid="S2018">Stensæth,
                  2018, p. 314</xref>). Stensæth looked outside the music therapy discourse to
               substantiate this point of view: both Cooren et al. (<xref ref-type="bibr"
                  rid="CTCB2006">2006</xref>; organizational communication) and
               Brown (<xref ref-type="bibr" rid="B2016">2016</xref>; music technology) suggest that objects can
                  <italic>do things </italic>and that they <italic>afford </italic>or <italic>allow
               </italic>different types of behavior on our part. These nonhuman agencies can
                  <italic>act </italic>and hence produce a change or transformation in the chain of
               actions, making them agents (or contributors) to the emergence of social processes.
               Agency is not a trait that is reserved for human beings only. Inspired by the
               anthropologist Alfred Gell, Brown suggests that </p>
            <disp-quote>
               <p>[…] artefacts and machines can have a relational agency that depends upon their
                  situatedness within an intentional cybernetic system; machines can be co-creative
                  with humans working within cultural settings. In addition, computers and the
                  software they run are technologies, human constructions imbued with latent
                  intentionality; either deliberately, implied or interpreted. (<xref
                     ref-type="bibr" rid="B2016">Brown, 2016, p. 180</xref>) </p>
            </disp-quote>
            <p>This relational agency within HCI, described by Brown, offers a perspective on
               technology that embraces the ability for machines to be co-creative. This perspective
               resembles <italic>the symbiotic relationship</italic> described by Moorefield (<xref
                  ref-type="bibr" rid="M2005">2005</xref>) and <italic>the hybrid cognitive
                  system</italic> described by Brey (<xref ref-type="bibr" rid="B2005"
                  >2005</xref>), in that they all acknowledge technology as an autonomous and
               integrated co-agent. In music production, this means that machines can act and
               participate in a creative relation with other agents to co-create music. The
               consequence is a virtual world where everything is possible, as Moorefield (<xref
                  ref-type="bibr" rid="M2005">2005, p. xiii</xref>) implies. If we adopt this idea in a therapeutic
               setting, as suggested by Stensæth (<xref ref-type="bibr" rid="S2018">2018</xref>),
               then the concept of co-agency opens additional possibilities. The virtual world
               enables dialogue between users and technology that could lead to meaningful
               experiences detached from the basic human relationship (for instance between patient
               and therapist). By offering new ways in which to communicate and interact, the
               technological co-agent facilitates new perspectives on music-making and emotional
               expression that are potentially health-promoting. Used as a therapeutic tool,
               technology might become a co-agent for mental health and wellbeing: a
                  <italic>therapist-in-a-box</italic>. Before I discuss this any further, I present
               two case vignettes that illustrate this co-agency.</p>
         </sec>
         <!-- sec lvl 3 end -->
      </sec>
      <!-- sec lvl 2 end -->
      <!-- sec lvl 2 begin -->
      <sec>
         <title>Case Vignettes</title>
         <p>The case vignettes are derived from a research project performed with adolescents
            receiving outpatient services from a mental health institution in Norway. They were
            experiencing a range of mental health conditions and their treatment consisted of
            regular conversational therapy with a psychotherapist from the institution that
            continued parallel to our music sessions. The participants were offered a weekly
            45–60-min individual session with me and an iPad over a period of four months. The
            participants had the iPad at their disposal throughout the whole period. The iPad was
            equipped with a carefully selected music app library,<sup>
               <xref ref-type="fn" rid="ftn3">3</xref>
            </sup> intended to inspire the users by affording a variety of sounds and interface
            designs offering diverse musical expressions. While some apps were virtual instrument
            emulations that looked much like hardware instruments with knobs, buttons, and faders,
            others emphasized the tapping and swiping technique unique to the multitouch screen of
            the iPad. The latter consequently offered options for musical expression specially
            inspiring for users without any prior experience of music making. The purpose of the
            sessions was to work on an instrumental piece, that would end up as a completed and
            well-produced piece of music. Structured and improvised music-making, the technological
            processing of samples, arranging, and mixing of the music was performed at various
            levels during the session period. The research project was approved by the Regional
            Committees for Medical and Health Ethics (REK) and followed their guidelines for
            informed consent, confidentiality and design. To ensure confidentiality and protect
            privacy, the names given here are pseudonyms.</p>
         <!-- sec lvl 3 begin -->
         <sec>
            <title>Case Vignette 1: Karen</title>
            <p>Karen was a shy, introverted, socially anxious, 17-year-old girl who struggled with
               identity issues due to a demanding family situation. According to her therapist, she
               expressed fear of losing track of who she was. This uncertainty and instability led
               to lack of confidence and fear of trying new things. However, to challenge herself,
               she agreed to participate in the project. When we first met, she was acting nervous
               and restless and avoided eye contact. Moreover, when I introduced her to some of the
               apps, she barely touched the iPad, afraid of doing something wrong. She had low
               self-esteem and said she was afraid not to perform well enough, having no prior
               experience of electronic music making. Based on these observations, the therapeutic
               goal for our sessions was to build confidence and strengthen her identity.</p>
            <p>We began to explore the iPad’s possibilities by experimenting in a very openminded
               way with the apps. This unstructured and free introduction to the sonic world of the
               iPad was a way for her to find what she liked and identified with. It became clear
               that she favored the calm, atmospheric soundscapes of apps such as Bloom, Trope and
               TC-11. These apps provided a starting point for our musical piece. We recorded long,
               improvised sections which we later edited and used to structure the piece. The apps
               were operated by tapping or swiping the full-screen multitouch performance area, and
               the timing and movement of the fingers controlled the sound. By observing her playing
               these apps, I discovered similarities between how she operated the touch screen
               moving her fingers around it, and dance. I knew that Karen was a very dedicated
               dancer. Now she was “dancing” on the iPad. We used that metaphor to incorporate other
               dance-related sounds, and by doing that, also connected the music to her already
               existing identity as a dancer. The opening of the piece is one example of this
               approach. She recorded dance steps with the iPad using AudioShare (a sample recording
               and filing app), and we edited and processed the sounds using sample processing apps
               such as Samplr and Borderlands, before bringing them into the GarageBand project
               file. By bringing her dance world into the music, identification was strengthened,
               and the personal samples expressed through the music became a statement: “This is who
               I am.” Her ownership of the music, the mood, the personal samples and the overall
               sonic expression, and the way we built on her interest in dance to reinforce her
               identity, gave her a new tool. She said that music making on the iPad provided her
               with “a new color in life.”</p>
            <p>Moreover, it gave her confidence. She experienced an enormous development in her
               engagement with the iPad and the mobile technology. In the beginning she barely
               looked at the iPad, almost afraid to touch it. After four months, she took full
               control in the final mixing session, doing all the editing, volume and panning,
               automation, effect processing and use of plugins, and the final arranging of the
               song. She owned it. The process empowered her and gave her courage to show it to
               friends and family. In the research interview following the project, she said: </p>
            <disp-quote>
               <p>I have learned that I feel better outside the comfort zone—gradually… That makes
                  me “bigger,” sort of… So, I will try to take chances like that more often. </p>
            </disp-quote>
         </sec>
         <!-- sec lvl 3 end -->
         <!-- sec lvl 3 begin -->
         <sec>
            <title>Case Vignette 2: Daniel</title>
            <p>Daniel had a long history of complicated mental health problems, including
               depression, anxiety, aggression, anger management, and suicidal thoughts. His short
               temper, mood swings, and destructive mind-rush resulted in social maladjustment and
               destructive behavior, such as self-cutting, drug abuse, and criminal behavior. In
               addition to regular sessions with his psychotherapist, he had a history of short-time
               hospitalizations due to his unstable condition. </p>
            <p>When we started working on our music piece, we did not have a single, specific
               therapeutic goal. However, as Daniel learned to use the iPad, certain beneficial
               features became evident. In sessions, the iPad became focus for his attention, and he
               managed to concentrate for long periods of time. Moreover, he participated and was
               activated by the music making on the iPad, despite the impression that he was acting
               both indifferent and uninterested when we first met. This engagement made the iPad a
               valuable tool at home as well, either as a time-filler or to eliminate his
               destructive mind-rush. He said that he could sit for hours “…and just try out a bunch
               of stuff.” Coming home from a session, he typically went up to his room and continued
               making music until bedtime. He also reported incidents of insomnia due to mind-rush,
               where the iPad became a distraction that turned his attention towards music making
               and away from the destructive thoughts that kept him awake. </p>
            <p>Daniel’s use of apps was very different from Karen’s. While Karen preferred the
               ambient and reverberant soundscapes, Daniel preferred more energetic musical
               expressions, with intense beats and distorted sounds. He discovered an app called
               BlocksWave that matched his musical preferences and that enabled him to create beats
               using samples. BlocksWave is a sample and loop sequencer using either samples from
               internal sample packs, or personal samples imported from other apps or recorded
               directly into BlocksWave. The samples can be used in live improvisation or they can
               be combined and organized in different sections that can be played back as a song.
               Daniel made several sections at home by combining samples. Moreover, we used the
               recording function in BlocksWave to make personal samples that we integrated with the
               beat. These sample-combinations were then used to structure the musical piece into
               sections that were recorded into GarageBand and further developed by adding tracks
               from other apps.</p>
            <p>Daniel was able to make music because of the affordances of the apps. He did not know
               how to play a keyboard or make a drumbeat. However, he made a personal piece of music
               using a sequencer and organizing samples into a musical structure of his choice.
               Moreover, he had ideas and suggestions about the musical expression, mood, and
               feeling of the music that I could help realize by introducing him to relevant apps.
               One example was when he played me a rap song from one of his Spotify playlists,
               featuring a male artist screaming phrases in Russian. Daniel liked the raw energy and
               the distorted sound. We included this element in our music by using a vocal sound
               generator app called VoxSyn to add spectral changes and sound modifications to a
               recording of a male voice, screaming the song title. The recording was made directly
               into the VoxSyn app, and the sound manipulations were triggered by placing fingers on
               virtual pads, spread out on the iPad screen. The outcome was an intense and distorted
               sound, adding personality and identity to the music. </p>
         </sec>
         <!-- sec lvl 3 end -->
      </sec>
      <!-- sec lvl 2 end -->
      <!-- sec lvl 2 begin -->
      <sec>
         <title>Discussion</title>
         <p>The case-vignettes illustrate that the co-creative music making activity facilitated the
            iPad as a co-agent and a co-creator. The activity of co-creating music with the iPad was
            the nexus of the project, and the digital music technology tool became a vehicle for
            creating music and for meeting therapeutic goals and enhancing musical relationships.
            The participants highlighted portability and ease of use to be the most prominent
            practical advantages of the iPad. They used it on the bus, in the car, in their homes,
            at school, and in connection to leisure-time activities. The iPad was part of their
            portable “toolkit”<sup>
               <xref ref-type="fn" rid="ftn4">4</xref>
            </sup> during the whole project, and it facilitated creative music-making without
            limitations of time and place. Accordingly, their musicking was not dependent on a
            time-limited scheduled appointment with me or a therapist, nor on requirements
            concerning specially equipped music rooms or ideal acoustic recording conditions, such
            as in a studio facility. The portable toolkit afforded them an opportunity to make music
            anywhere and anytime. </p>
         <p>This was conditioned by the iPad’s ease of use. The way the iPad facilitated
            straightforward sound recording, editing, and processing of samples, in addition to the
            easy access to virtual instruments and sounds, was emphasized as important by the
            participants. </p>
         <p>Altogether, the iPad’s portability and ease of use consequently affected creativity and
            enabled participants’ experiences of environmental inspiration, which subsequently
            affected their music. Karen pointed out that the apps inspired her to create. She
            improvised a fair amount and recorded many sketches based on the affordance of the apps.
            The iPad “challenged me to make something,” she said; it was the source of her
            inspiration. This inspiration led to creative activity and a sense of “flow” —a concept
            introduced by Csikszentmihalyi (<xref ref-type="bibr" rid="C1975">1975</xref>),
            describing “a type of consciousness where a person is powerfully engaged in a gratifying
            activity” (<xref ref-type="bibr" rid="SBMD2016">Silverman et al., 2016, p.
            1332</xref>). This condition is considered rewarding and beneficial in relation to
            wellbeing and life satisfaction, and music-based activities can facilitate such conditions.<sup>
               <xref ref-type="fn" rid="ftn5">5</xref>
            </sup> The state of flow was evident both during co-creation in our sessions and as part
            of the individual work in between sessions. </p>
         <p>Moreover, the case vignettes illuminate that the co-creative music-making activity
            influenced the participants’ experiences of the activity associated with mental health
            and wellbeing. The introduction of the iPad as a co-agent challenges the
            human-technology relation and questions the role of the professional human agent,
            whether that is a music therapist, a music producer, or another professional agent. The
            following discussion focuses on issues concerning the human-technology relation and aims
            to examine the role and value of the iPad as a co-agent and a co-creator of adolescents’
            mental health and wellbeing. </p>
         <!-- sec lvl 3 begin -->
         <sec>
            <title>Actor-Network Theory</title>
            <p>The cases illustrate that the iPad facilitated HCI that resulted in distinctive
               musical artifacts. The role of the iPad in this process could be analyzed simply as a
               tool controlled by the music maker, operating the interface in a causal series of
               events. However, this way of thinking about technology in music-making is not
               consistent with the technology’s autonomous and co-creational properties put forward
               by both modern HCI research and research on technology in music production and music
               therapy, outlined in the background section. Technology is not merely an
               “instrumental” tool or a medium for expressing musical ideas; rather, it should be
               considered as an “organic” musical partner that contributes to the creative process
               of making music. This view is consistent with theories on creativity in popular
               music, discussing the systems approach to creativity and creative practice (<xref
                  ref-type="bibr" rid="C2014">Csikszentmihalyi, 2014</xref>; <xref ref-type="bibr"
                  rid="MI2012">McIntyre, 2012,</xref>, <xref ref-type="bibr" rid="MI2020"
                  >2020</xref>), a genetic model of creativity, as Warner (<xref ref-type="bibr"
                  rid="W2009">2009</xref>) suggests, and perspectives on technology as a
               compositional tool (<xref ref-type="bibr" rid="E2004">Eno, 2004</xref>; <xref
                  ref-type="bibr" rid="T1997">Théberge, 1997</xref>; <xref ref-type="bibr"
                  rid="T2019">Thompson, 2019</xref>). </p>
            <p>My research supports this perception based on the way in which the participants used
               and talked about the iPad. Musical relationships, therapeutic goals, inspiration, and
               creativity were triggered and developed by the iPad and its position as the nexus of
               the project. Furthermore, apps such as Bloom, Trope, and TC-11 were engaged as
               improvisational instruments, and because of their generative interface attributes,
               they acted as co-creating musical partners, enabling participants to make music that
               would never have been possible without the creative contributions made by the
               technology itself. In the interviews, the participants highlighted this when they
               described their dynamic relationship with the iPad: as “musicking partners.” This
               demonstrates how the iPad facilitated HCI and became a co-agent in the process of
               creating music.</p>
            <p>To further explain and understand the role of technology in such symbiotic
               relationships, it would be necessary to consider the social context and the sociology
               of technology. Zagorski-Thomas (<xref ref-type="bibr" rid="ZT2014">2014</xref>)
               examined this human-technology relationship, arguing that if music is a process and
               not a thing, as Small (<xref ref-type="bibr" rid="S1998">1998</xref>) suggests,
               then musical activity (i.e., musicking) should be analyzed as a social process
               involving people, technology, and the environment. According to Zagorski-Thomas, this
               ecological perspective informs a notion of technology as a co-agent, providing
               “affordances” (<xref ref-type="bibr" rid="G1979">Gibson, 1979</xref>) that have a
               tremendous impact on how musicians work, how the music sounds, and how it is
               perceived by the environment. </p>
            <p>As a social theory, the actor-network theory (ANT; <xref ref-type="bibr" rid="L2005">Latour, 2005</xref>) explores these
               relational ties between different agents within a network with the purpose of
               explaining how they interact. Since ANT insists on the capacity of nonhumans to be
               actors or participants in networks and systems, and it emphasizes the equality
               between all relevant actors (“mediators”) in the network (whether human or nonhuman),
               ANT offers a framework to explain how human and nonhuman participants (“actants”)
               configure each other through their perception of and action upon affordances. This
               configuration, moving back and forth between the “actants,” occurs when they start
               acting as a whole. When my participants found apps that they liked, felt attached to,
               or believed were applicable to our musicking activity, one finger on the iPad’s
               surface would initiate a series of sonic events (or actions), often unpredictable and
               “uncontrollable,” that led to a reaction from the human actor. The “actants”
               consequently began to act as a whole, developing symbiotic relations that, among
               other things, led to experiences of flow. Moreover, this HCI (or “configuration”) led
               to musical dialogue, joint human–computer improvisations, and a co-creational
               creativity between humans, technology, and the environment—equivalent to an
               actor-network system. The role of the iPad, as an entity that explicitly made a
               difference in this co-creational network, accentuates my point that according to ANT,
               the iPad must be considered as a relevant actor and a “mediator” in this mode of
               computational music-making. The iPad makes a difference; the benefits are inspiring
               ways of musical interaction; co-creation; and new virtual possibilities that stretch
               the boundaries of reality, where technology is capable of taking on “a life of its
               own.” </p>
            <p>The intention of this brief analysis of the iPad’s role and value in my project is to
               position the iPad as a co-agent within a socially constructed actor-network system.
               The cases illustrate that the human-technology interaction enhances the music-making
               process and that people, technology, and the environment mutually benefit from the
               process. In the light of this, the following question then arises regarding the value
               of the iPad in terms of mental health and wellbeing: Apart from being a co-agent of
               music-making, could the iPad also be a co-agent and co-creator of mental health?</p>
         </sec>
         <!-- sec lvl 3 end -->
         <!-- sec lvl 3 begin -->
         <sec>
            <title>Agency</title>
            <p>The cases illustrate that the iPad facilitates agency in the participants. Agency can
               be simply defined as the ability to produce an (intended) effect; it is the capacity
               to influence one’s action and to exercise control over one’s thought processes,
               motivation, and affect. One of the most influential socio-cognitive psychologists,
               Albert Bandura (<xref ref-type="bibr" rid="B2001">2001</xref>, <xref
                  ref-type="bibr" rid="B2002">2002</xref>), highlights the important
               health-promoting causal effects of strong personal agency. Being in control and
               exercising that control by being (pro-) active is empowering. According to Bandura,
               agency is strengthened through “intentionality and forethought, self-regulation by
               self-reactive influence, and self-reflectiveness about one’s capabilities, quality of
               functioning, and the meaning and purpose of one’s life pursuits” (<xref
                  ref-type="bibr" rid="B2001">Bandura, 2001, p. 1</xref>). </p>
            <p>In this respect, the iPad is a strong facilitator and co-agent for strengthening
               agency. The immediate sonic effect of an intended action exercised towards a music
               app provides immediate feedback about the choice of action and the consequences of
               that choice, because the sound and the musical context change. The human actor
               consequently applies a self-reflective value judgement to the consequences of a
               decision—asking questions such as, 1) Do my actions provide the desired effect? and
               2) Do they improve the music or not? —and he or she is held responsible for that
               decision. This self-reflectiveness regarding the causal effects of an action is an
               experience that, according to socio-cognitive theory, enhances the consciousness
               about one´s capabilities and quality of functioning. Vulnerable adolescents who
               suffer from mental illness often experience a lack of agency in general, and music
               could be a resource to strengthen that agency. “Small steps in ‘musical agency’
               (e.g., understanding how music impacts me, how I would want it to impact me, and how
               I can achieve that) may lead to further steps in agency in general” (<xref
                  ref-type="bibr" rid="S2019">Saarikallio, 2019, p. 95</xref>). The interactive
               communication between the human agent and the co-agent (in this case, the iPad) is
               essential, and exemplifies the role of the nonhuman agent within this HCI. </p>
            <p>Several of the participants reported a strong feeling of agency and control,
               especially at the end of the project. This was confirmed by my observations, because
               all participants demonstrated an increased belief in their own ability to influence
               their actions and to exercise control over those actions when working with music on
               the iPad. A prime example would be the way Karen took control of the mixing process,
               making artistic choices, executing technical changes and sound editing, and
               reflecting on the aesthetic result. I suggest that the ease of use and the multitude
               of possibilities and choices offered by the apps are major advantages in turning the
               iPad into a powerful tool for strengthening agency and experiencing empowerment. </p>
            <p>From a health-promoting perspective, empowerment is about recognizing people’s
               self-understanding and competence in their own life, and it facilitates patient
               participation as a valuable resource for recovering from mental illness. This process
               involves dialogue, participation, and the mobilization of resources, with the goal of
               increasing patients’ capacity to take control of the factors that affect wellbeing
               and enabling them to make beneficial changes (<xref ref-type="bibr" rid="T2017">Tveiten, 2017, pp. 48–49</xref>). I suggest
               that the iPad strongly facilitates this participation. First, tablets and smartphones
               are familiar tools for adolescents, which means that these individuals already
               inherit a strong agency regarding the tools, and the technological threshold is
               consequently low. Although some of my participants reported fear towards the music
               apps in the beginning of the project, the iPad itself (and particularly GarageBand)
               was a familiar starting point for exploring new possibilities for musical expression.
               Furthermore, the iPad contributes to leveling the underlying power structure between
               patient and therapist, and it transfers the role of the expert towards the patient.
               This renegotiation of power, where the individual’s lived experience and skills
               becomes a source of shared expertise, is highlighted in recovery and
               resource-oriented music therapy literature as a basic value and premise that empowers
               the patient (<xref ref-type="bibr" rid="A1993">Anthony, 1993</xref>; <xref
                  ref-type="bibr" rid="D1997">Deegan, 1997</xref>, <xref ref-type="bibr"
                  rid="D2001">2001</xref>; <xref ref-type="bibr" rid="MCCSH2018">McCaffrey et al.,
                  2018</xref>; <xref ref-type="bibr" rid="R2010">Rolvsjord, 2010</xref>; <xref
                  ref-type="bibr" rid="S2012">Solli, 2012</xref>, <xref ref-type="bibr" rid="S2015"
                  >2015</xref>; <xref ref-type="bibr" rid="S2014a">Stensæth, 2014a</xref>). This is
               also strengthened by the co-creation structure of the project, where my role as
               participant and co-creator was to share my expertise, empower the participants, and
               strengthen their agency by uncovering resources that they could use in their recovery
               process. My research suggests that the multifaceted, mostly intuitive apps invited
               the participants to engage in creative activities that, for all of them, revealed new
               resources they did not know they had, hence mobilizing resources that could also be
               part of their recovery. </p>
            <p>The previously described core features of agency enable people to participate in
               their recovery. Bandura (<xref ref-type="bibr" rid="B2001">2001</xref>) suggests
               that activities that promote these features (such as this iPad project) consequently
               enhance self-efficacy. From this perspective, active participation in one´s own
               recovery seems to be crucial in promoting wellbeing. However, participation is
               dependent on agency: people need both an opportunity to act and a willingness to do
               so, based on prospects of a beneficial outcome; they need to believe that their
               actions matter. Therefore, efficacy beliefs “are the foundation of human agency.
               Unless people believe they can produce desired results by their actions, they have
               little incentive to act” (<xref ref-type="bibr" rid="B2001">Bandura, 2001, p.
                  10</xref>). </p>
            <p>In my experience, the co-creation model used in this project facilitated motivation
               from the co-agents (human and nonhuman), which contributed to the participant´s
               motivation and beliefs. The relational and dialogical attitude, as well as the amount
               of time spent together, seemed equally important. This was also highlighted by the
               participants’ therapists as a decisive quality of the project: They suggested that
               the benefits of individuals having an expert all to themselves for several months
               provides those individuals with a stable and secure environment for experimentation
               and reflection. In addition, I suggest that establishing a clear goal in the
               beginning of the project, and then following it by making an artifact—a personal
               piece of music—was equally important for motivation. This is consistent with some of
               the literature on music technology and therapeutic songwriting that highlights the
               benefits of recording (<xref ref-type="bibr" rid="KN2019">Kirkland &amp; Nesbitt,
                  2019</xref>; <xref ref-type="bibr" rid="MFDS2019">McFerran et al., 2019</xref>;
                  <xref ref-type="bibr" rid="S2014">Sadnovik, 2014</xref>; <xref ref-type="bibr"
                  rid="V2018">Viega, 2018</xref>, <xref ref-type="bibr" rid="V2019">2019</xref>;
                  <xref ref-type="bibr" rid="W2014">Weissberger, 2014</xref>) and discusses the role
               of the artifact (<xref ref-type="bibr" rid="B2015">Baker, 2015, pp. 22–23</xref>; <xref ref-type="bibr" rid="R2010">Rolvsjord, 2010, pp. 194–196</xref>): </p>
            <disp-quote>
               <p>The permanency of the artifact may assist the songwriter to experience a sense of
                  accomplishment and self-esteem as he reflects on the tangible object, a product of
                  his creativity and a synthesis of a process he has experienced […] The song
                  provides concrete evidence that he can successfully complete tasks in life and
                  serves as a reminder of his ability and capacity for achievement, irrespective of
                  disability. (<xref ref-type="bibr" rid="B2015">Baker, 2015, p. 23</xref>)</p>
            </disp-quote>
         </sec>
         <!-- sec lvl 3 end -->
         <!-- sec lvl 3 begin -->
         <sec>
            <title>Affordance and Appropriation </title>
            <p>To strengthen personal agency, one must be exposed to opportunities for goal-directed
               action. Activities that promote creativity and interaction, such as music-making with
               tablets or smartphones, are carriers of musical affordance that provide such
               opportunities. One perspective that examines this relationship between music and
               humans is the theory of affordance. </p>
            <p>The concept of affordance dates back to the ecological psychologist James J. Gibson
                  (<xref ref-type="bibr" rid="G1977">1977</xref>, <xref ref-type="bibr"
                  rid="G1979">1979</xref>), and it was later adopted by many scholars in other
               research fields to understand why we act the way we do and how we interact with our environment.<sup>
                  <xref ref-type="fn" rid="ftn6">6</xref>
               </sup> Most relevant for this paper is analyzing how technological affordance
               influences the way we engage with music and how this in turn can benefit mental
               health and wellbeing. My cases illustrate that the interface technology of the iPad
               affords specialized, diverse, and often straightforward means of musical interaction
               that meet an adolescent’s individual needs, independent of former knowledge or
               skills. This can, in turn, be used to promote health. </p>
            <p>Mooney (<xref ref-type="bibr" rid="M2010">2010</xref>) suggests a model in which
               tools of music-making (so-called “frameworks,” including both physical and conceptual
               tools) are viewed in terms of what they allow us to do (their “affordances”). These
               frameworks and the affordance model allow us to see the impact that tools have on the
               creative process and the resulting music, based on how we engage with the tools to
               achieve musical outcomes. Mooney suggests that because every framework requires both
               knowledge and skills to be appropriated by a human agent, there will be individual
               differences both in perception and in the ability to realize the affordances. Some of
               them are easier to achieve than others, and by ordering the affordances from
               “easiest” to “most difficult,” we obtain the “spectrum of affordance” for that
               framework: “Put simply, every tool has a range of things it allows us to do, and some
               of those things can be done more easily than others” (<xref ref-type="bibr"
                  rid="M2010">Mooney, 2010, p. 146</xref>). </p>
            <p>Although Mooney applies the model to music-making and education, the model may also
               help us to understand the benefits of music technology in relation to health. First,
               Mooney highlights that the choice of frameworks has an obvious influence on the
               musical result, since the tools shape the product. The choice of instrument,
               technical equipment, or concepts (such as notation style, tuning, harmonic modes, or
               structural principles) will provide a set of affordances, as well as a set of
               constraints. The iPad’s affordances (or more simply, what it offers) are a diversity
               of individually designed apps that offer various ways in which to make, process, and
               organize sound. These apps naturally influence the music that is made, both formally
               and expressively; however, in contrast to a piano, which has a limited spectrum of
               affordances, the iPad’s range of affordances is almost limitless. The versatile
               qualities of the iPad to make sound, ranging from environmental samples and acoustic
               instrument emulations to electronic soundscapes and drumbeats, offer different
               affordances compared to other frameworks. Working with music-making and mental
               health, the iPad offers infinite options for expressing mood, emotions, and identity
               that can be individually adapted. My research suggests that the participants
               appropriated these affordances in a highly individual manner, resulting in a personal
               piece of music towards which they expressed a high degree of ownership, pride, and
               recognition. The music resembled their personality and was considered an artifact
               that substantialized the process that they underwent. The iPad facilitated this
               process in a versatile and dynamic way, strengthening agency, empowerment, and
               self-efficacy. </p>
            <p>A second point discussed by Mooney is that the process of making music is closely
               related to the spectrum of affordances—the tools also shape the process. It seems
               important that the affordances are perceptible and that they are not experienced as
               too difficult to use. As Gaver (<xref ref-type="bibr" rid="G1991">1991</xref>)
               points out, this is partly a matter of design: </p>
            <disp-quote>
               <p>Perceptible affordances are inter-referential: the attributes of the object
                  relevant for action are available for perception […] What is perceived is what is
                  acted upon [ … ] From this point of view, interfaces may offer perceptible
                  affordances because they can offer information about objects which may be acted
                  upon. (<xref ref-type="bibr" rid="G1991">Gaver, 1991, p. 81</xref>)</p>
            </disp-quote>
            <p>This implies that there is a causal connection between design, perception, the
               spectrum of affordance, and the way we act. Furthermore, this affects the product as
               well, as discussed above. </p>
            <p/>
            <p>On the iPad, each app can be considered a framework of its own, with a spectrum of
               affordances. Some apps are organized as sequencers, playing rhythmic patterns and
               musical loops organized around a metric beat and a pre-selected number of bars, while
               others offer more expressive and improvisational ways of making soundscapes free from
               the metric system. A third group of apps take the form of virtual music instruments
               or synthesizer emulations, with piano keys, strings, or drumheads, while others are
               virtual effect-units or sound-processing devices with knobs, buttons, and faders. The
               design of the apps, the sounds, and the possibilities for interaction provide the
               spectrum of affordance. </p>
            <p>My research suggests that the interaction between the user and the apps is strongly
               dependent on the individual perception of the affordances of the apps. Since the iPad
               has physical and tactile limitations because of the touchscreen, app design becomes
               important in making affordance perceptible. The apps that were most instinctive and
               that responded immediately with auditory perceptible changes were most appealing to
               my participants. However, they did not choose the same apps; given their individual
               musical preferences, prior experience, and skills, they all chose different methods
               of engagement. They rapidly left the apps they did not understand in favor of the
               ones they mastered. Moreover, they expressed frustration in relation to affordances
               that were too difficult to appropriate, and they expressed surprise when I
               demonstrated new features of the apps that they had missed on their own. This
               exemplifies the spectrum of affordance and how it seems important that an app’s
               design and technical interface present a manageable affordance for the individual
               user in order to be considered useful. </p>
            <p>My experience was that the iPad’s affordance for music-making, especially when
               working with patients experiencing apathy and depression, was dependent on the
               co-creation model. My expertise and experience with music technology and music-making
               was consequently important to enable appropriation for the participants. However, as
               soon as they were presented with some opportunities, the iPad facilitated
               experimentation, empowerment, and mastery, and it functioned as a versatile and
               flexible co-agent in the process of creating music. </p>
         </sec>
         <!-- sec lvl 3 end -->
         <!-- sec lvl 3 begin -->
         <sec>
            <title>Co-creation of Mental Health</title>
            <p>Co-creation means <italic>creating something together</italic>. It thus involves a
               process of creative activity (<italic>creating</italic>), socially contextualized as
               a collaboration between several agents (<italic>together</italic>), that consequently
               moves towards a goal (<italic>something</italic>). In addition to spontaneous and
               random creative factors, such as playing, listening, exploring, and composing, Eide
                  (<xref ref-type="bibr" rid="E2014">2014</xref>) recognizes that co-creation
               also involves more deliberate collaboration, where people are socially motivated to
               act towards a common goal: the creation of “something third” (p. 125). It is natural
               to assume that concerning music-making, “something third” refers to the artifact (a
               piece of music). However, music therapists also describe “something third” as an
               intersubjective moment of meeting, something that is both invented and discovered and
               that exists on its own terms (<xref ref-type="bibr" rid="E2014">Eide, 2014, p.
                  125</xref>). Co-creation can hence result in meaningful meetings between people,
               changes in relationships, shared experiences of discovering personal resources and
               potential, and changes concerning our experience of ourselves. If we, according to
               the humanistic health approach, consider health as an experience of wellbeing, then
               we can assume that this healthy experience can be facilitated by being co-creative.
               The co-created third’s duality as both invented and discovered enables experiences
               that are potentially health-promoting. In other words, we might say that creating
               something together, being an agent in a co-creative process, can potentially result
               in experiences of wellbeing, and we could consequently talk about the co-creation of
               mental health. </p>
            <p>I have argued that this co-creational activity takes place within a network of human
               and nonhuman agents, and my research suggests that the iPad’s affordances play a
               crucial role in facilitating the creation of “something third.” Furthermore, I
               suggest that for the participants, this co-creative process has resulted in
               meaningful meetings between people, where new personal resources and potential have
               been discovered, perspectives have changed, and agency has been strengthened, leading
               to health-promoting experiences of wellbeing. Such experiences of wellbeing,
               facilitated by co-creation between humans and technology, demonstrate that the iPad’s
               affordances and role in this process are crucial not only to co-create music, but
               also to co-create mental health. </p>
            <p>Similar findings are presented in the RHYME project (<xref ref-type="bibr"
                  rid="S2014a">Stensæth, 2014a</xref>). The co-creative tangibles studied in this
               project are recognized as actors in the process of co-creation; they establish
                  <italic>relations</italic> with the other actors and are considered equal partners
               and co-agents in the collaboration, which leads to health-musicking and
               health-promoting co-creation. In other words, co-creation implies health-musicking
               (the process of continuously promoting health), a strengthening of agency and
               mastery, and empowering interaction both with the tangible and with other people
                  (<xref ref-type="bibr" rid="S2014b">Stensæth, 2014b, p. 74</xref>). However, in
               the editor’s foreword, to further promote healthy interaction between humans and
               technology, Stensæth calls for device flexibility, universal design,
               interdisciplinarity, and a common ground for understanding. Accordingly, she asks,
               “Who knows, perhaps our future home environments will have musical and interactive
               media that can operate as agents of health promoting co-creation?” (<xref
                  ref-type="bibr" rid="S2014a">Stensæth, 2014a, p. xiii</xref>). </p>
            <p>I argue that music-making with tablets and smartphones is one answer to that
               question. These computers—being in our pockets and following us wherever we go—are
               not only part of our homes, but also a significant part of our lives. Furthermore,
               the flexibility of the iPad, the apps, and the affordance that is brought forward by
               sonic and visual design, leading to musical artifacts of great personal and artistic
               integrity, demonstrate that the iPad vastly surpasses traditional musical instruments
               in its interactivity. The iPad therefore possesses great potential to enable concrete
               and tangible health-promoting co-creation. </p>
         </sec>
         <!-- sec lvl 3 end -->
      </sec>
      <!-- sec lvl 2 end -->
      <!-- sec lvl 2 begin -->
      <sec>
         <title>Conclusion</title>
         <p>The purpose of this paper was to describe how adolescents interact with music technology
            to promote health and wellbeing. The case vignettes illustrate the ways in which the
            iPad serves as a co-agent and co-creator of mental health. </p>
         <p>I argue that technology can be a co-agent and a beneficial component for adolescents’
            mental health and wellbeing. This paper suggests that the iPad facilitates musical
            creativity, participation, engagement, and motivation by affording specialized, diverse,
            and often straightforward means of musical interaction that meet each adolescent’s
            individual needs. This flexibility is afforded without limitations of time and place; it
            can be accessed wherever and whenever one needs it—it is in one’s pocket. This activity
            consequently empowers the adolescents, strengthens their agency, and promotes
            self-efficacy. </p>
         <p>However, the beneficial qualities of music technology are not pre-given. Instead, they
            reveal themselves in a cultural and social context. In Norway, 69% of the population
            have access to a tablet and 95% to a smartphone (<xref ref-type="bibr" rid="SN2020"
               >Statistics Norway, 2020</xref>). Easy access to mobile technology is a crucial
            condition for appropriating these tools as co-agents for mental health. Even though
            there are 3.5 billion smartphone users worldwide (<xref ref-type="bibr" rid="S2020"
               >Statista, 2020</xref>), the privilege of access described in the Norwegian context
            is not a global privilege. Moreover, young people’s appropriation of musical affordances
            is shaped by contextual factors; environmental conditions; and the values, roles, and
            beliefs of adults and peers. Collaboration and interaction between patient, expert, and
            technology is thus crucial to enable every co-agent to participate beneficially in the
            activity and to secure a health-promoting outcome. This highlights the importance of a
            dialogical approach, where co-creation and a resource-oriented focus are integrated into
            the human-technology interaction. </p>
         <p>Finally, music technology tools, such as tablets and smartphones, are potentially
            health-promoting, and this paper demonstrates how they can participate in the
            co-creation of mental health. In this sense, the <italic>therapist-in-a-box
            </italic>metaphor can be useful to describe the potential of this technology in therapy,
            not as a replacement for human beings, but as a valuable co-agent.</p>
      </sec>
      <sec>
               <title>Glossary</title>
         <list list-type="simple">
            <list-item>
               <p><bold>Adaptive music generator</bold>: software that use algorithms to automatically generate
                  interactive musical inputs. </p>
            </list-item>
            <list-item>
               <p><bold>Applications (apps)</bold>: software for tablets and smartphones.</p>
            </list-item>
            <list-item>
               <p><bold>Artificial intelligence (AI)</bold>: non-biological intelligence, using deep learning to
                  provide computers and computer programs with optimized intelligent response to
                  different tasks.</p>
            </list-item>
            <list-item>
               <p><bold>Automation</bold>: having a DAW automatically perform tasks over time by playing back the
                  recorded and edited movements of faders, knobs, and switches to create changes to
                  volume, pan, and other track settings. </p>
            </list-item>
            <list-item>
               <p><bold>Beats</bold>: a term used in contemporary songwriting to signify a song track that
                  consists of rhythmic, harmonic, and melodic elements from samples and music
                  software, produced by a so-called <italic>beat maker</italic>. The lead melody and
                  lyrics are added by a <italic>topliner</italic>. </p>
            </list-item>
            <list-item>
               <p><bold>Coding</bold>: the underlying system that runs a computer program or an application.</p>
            </list-item>
            <list-item>
               <p><bold>Deep learning</bold>: computer-generated learning based on large quantity of data that
                  enables the computer to adapt to certain patterns of “behavior.” </p>
            </list-item>
            <list-item>
               <p><bold>Digital audio workstation (DAW)</bold>: software for music production.</p>
            </list-item>
            <list-item>
               <p><bold>Generative interface</bold>: software that use input signals to generate potentially
                  infinite music, either by itself, or in interaction with a user. </p>
            </list-item>
            <list-item>
               <p><bold>Mixing</bold>: describes a process where all the edited and processed tracks of a musical
                  piece are organized and mixed together in a final mix.</p>
            </list-item>
            <list-item>
               <p><bold>Music instrument emulations (or; virtual music instruments)</bold>: software
                  reproductions of hardware music instruments. </p>
            </list-item>
            <list-item>
               <p><bold>Panning</bold>: the distribution of a sound signal into a stereo or multi-channel sound
                  field. In popular music production panning is used to create space in a mix by
                  positioning the sounds in the left to right spectrum of a stereo image.</p>
            </list-item>
            <list-item>
               <p><bold>Plugin</bold>: a software program that works inside a host DAW, such as effects or
                  virtual instruments implemented to add or enhance audio-related functionality.
               </p>
            </list-item>
            <list-item>
               <p><bold>Randomizer</bold>: a tool that randomize sound inputs or automatically change different
                  qualities of the sound during playback. </p>
            </list-item>
            <list-item>
               <p><bold>Samples</bold>: recorded sounds, either a cut from original music, or a field recording.
                  The sample is often trimmed, re-arranged or processed to fit the musical context
                  of the piece.</p>
            </list-item>
            <list-item>
               <p><bold>Sequencer</bold>: an analog or digital tool used to organize multiple sound-inputs into
                  rhythmic patterns (or sequences) on a metric grid (so-called steps).</p>
            </list-item>
            <list-item>
               <p><bold>Sound editing</bold>: describes a process where samples or programmed and recorded tracks
                  are individually edited (cut, trimmed, split, faded, equalized, etc.) to produce
                  quality sounds for processing and mixing.</p>
            </list-item>
            <list-item>
               <p><bold>Sound processing</bold>: describes a process where analog or digital tools are used to
                  manipulate sounds by adding effects (such as reverb, delay, modulation, frequency
                  filter, distortion, etc.) or other modifications that transform the original input
                  into the desired output of that sound.</p>
            </list-item>
         </list>
      </sec>
      <!-- sec lvl 2 end -->
      <!-- sec lvl 2 begin -->
      <sec>
         <title>About the Author</title>
         <p>Kjetil Høyer Jonassen is a Cand. Philol. in music and an assistant professor in music at
            Ansgar University College in Kristiansand, Norway. He is currently pursuing a PhD in
            popular music at the University of Agder, Faculty of Fine Arts, Department of Popular
            Music, where he is doing research on mobile music technology in mental health care. This
            research is done in cooperation with Sørlandet Hospital (SSHF), Department of Child and
            Adolescent Mental Health (ABUP) in Kristiansand, Norway. Additionally, as a keyboard
            player, he is working as a live and session musician, arranger and composer.</p>
      </sec>
      <!-- sec lvl 2 end -->
   </body>
   <back>
      <fn-group>
         <fn id="ftn1">
            <p> The term <italic>in-a-box </italic>inherits connotations to digital music programmes
               that, during the past 30 years of digitalization, have emerged as powerful tools for
               music-making. These programmes offer everything one needs in one place, making
               outboard equipment redundant. <italic>Band-in-a-box</italic>
               <sup><italic>®</italic></sup>, for instance, plays popular music accompaniments and chord progressions in
               any genre, making the band superfluous. Moreover, all the major digital audio
               workstations (DAWs) on the market allow individuals to mix and master their audio
               productions using the computer as their only tool—often referred to as <italic>mixing
                  in-the-box.</italic>
            </p>
         </fn>
         <fn id="ftn2">
            <p> This is also discussed in music therapy, concerning the position of the music
               therapist profession in health care, whether as institutionalized music therapy,
               community music, or public health. See, for instance, Ansdell &amp; DeNora (<xref
                  ref-type="bibr" rid="ADN2012">2012</xref>), Daykin (<xref ref-type="bibr"
                  rid="D2012">2012</xref>), and Ruud (<xref ref-type="bibr" rid="R2012"
                  >2012</xref>).</p>
         </fn>
         <fn id="ftn3">
            <p> The app library contained 70 music apps, including GarageBand, iMaschine 2, DM1,
               Patterning, Figure, Blocs Wave, Loopy HD, Scape, GrainProc, Fugue Machine, Cassini,
               nave, Thor, Animoog, iDensity, AUM, Final Touch, SP Link Edition, Audiobus 2, Bloom,
               TC-11, Trope, Thicket, AudioShare, Borderlands, and Samplr. </p>
         </fn>
         <fn id="ftn4">
            <p> I have borrowed this term from Patricia Deegan, an American psychologist living with
               schizophrenia and a central figure in the mental health recovery movement. She
               explains <italic>the toolkit</italic> as a collection of recovery strategies and
               self-care skills that helps her to cope with life (Deegan, 2001, pp. 11–14). </p>
         </fn>
         <fn id="ftn5">
            <p> We find similar perspectives in other resource-oriented approaches, such as positive
               psychology (<xref ref-type="bibr" rid="SC2000">Seligman &amp; Csikszentmihalyi,
                  2000</xref>; <xref ref-type="bibr" rid="SL2002">Snyder &amp; Lopez, 2002</xref>),
               the empowerment philosophy (<xref ref-type="bibr" rid="DEW2001">Dalton et al.,
                  2001</xref>; <xref ref-type="bibr" rid="Z2000">Zimmermann, 2000</xref>), and
               resource-oriented music therapy (<xref ref-type="bibr" rid="R2010">Rolvsjord,
                  2010</xref>). Furthermore, recent affective neuroscience emphasizes that
               playfulness, curiosity, and joy provide powerful health affordances associated with
               the focus on health resources (<xref ref-type="bibr" rid="BP2006">Burgdorf &amp;
                  Panksepp, 2006</xref>; <xref ref-type="bibr" rid="P2010">Panksepp, 2010</xref>).
            </p>
         </fn>
         <fn id="ftn6">
            <p> For example, in addition to the literature examined here, we find discussions of the
               theory of affordance in close relation to the actor-network theory (<xref
                  ref-type="bibr" rid="L2005">Latour, 2005</xref>), the sociology of music (<xref
                  ref-type="bibr" rid="DN2000">DeNora, 2000</xref>), music therapy (<xref
                  ref-type="bibr" rid="DDVMP2017">Daykin et al., 2017</xref>; <xref ref-type="bibr"
                  rid="R2010">Rolvsjord, 2010</xref>; <xref ref-type="bibr" rid="S2014a">Stensæth,
                  2014a</xref>), music psychology (<xref ref-type="bibr" rid="K2011">Krueger,
                  2011</xref>), and popular musicology (<xref ref-type="bibr" rid="ZT2014"
                  >Zagorski-Thomas, 2014</xref>), that are the disciplines most relevant for this
               paper. </p>
         </fn>
      </fn-group>
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      <fn-group>
         <fn id="ftn7">
            <p> Correct spelling should be Sadovnik, Nir: Music Therapist and faculty member at NYU,
               Steinhardt. (<uri>https://steinhardt.nyu.edu/people/nir-sadovnik</uri>) </p>
         </fn>
      </fn-group>
   </back>
</article>
