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Design of a game-based training environment to enhance mental health care professionals' skills in using e-mental health: Multiple methods user requirements analysis

Authors :
Bierbooms, Joyce
Feijt, Milou A
Ijsselsteijn, Wijnand A
Bongers, Inge M B
Bierbooms, Joyce
Feijt, Milou A
Ijsselsteijn, Wijnand A
Bongers, Inge M B
Source :
JMIR Serious Games vol.10 (2022) nr.3 [ISSN 2291-9279]
Publication Year :
2022

Abstract

Background: A major factor hampering the adoption of technology in mental health care is a lack of knowledge and skills. Serious gaming offers a potentially effective strategy to enhance the skills needed through experiencing and learning-by-doing in a playful way. However, serious gaming solutions are not widely available for mental health care. Therefore, the development of a game-based training environment in mental health care was pursued in a design project. The first step in such a design project is to identify user requirements that should be met. Objective: This study aims to deliver user requirements that inform the design of a game-based training environment for mental health care professionals. This environment aims to support mental health care professionals’ knowledge and skill enhancement regarding the use of e–mental health (eMH); for example, video calling, mobile apps, web-based treatment modules, and techniques such as virtual or augmented reality. Methods: We used an exploratory multiple methods design consisting of a web-based questionnaire, co-design sessions, and interviews. To ensure a good representation of the target user group, professionals from various disciplines within mental health care were included in the research. The multiple methods design facilitates a broad view of user needs and in-depth knowledge of specific design requirements. We describe the protocol for this research project in a protocol paper published in the JMIR Research Protocols in February 2021. Results: The user requirements analysis revealed three types of users for the envisioned game-based training environment: mental health care professionals who want to learn about the basic possibilities of eMH, mental health care professionals who want to develop their eMH skills to the next level, and mental health care professionals who want to experiment with new technologies. This reflects the diversity of needs that were identi

Details

Database :
OAIster
Journal :
JMIR Serious Games vol.10 (2022) nr.3 [ISSN 2291-9279]
Notes :
DOI: 10.2196/34700, JMIR Serious Games vol.10 (2022) nr.3 [ISSN 2291-9279], English
Publication Type :
Electronic Resource
Accession number :
edsoai.on1345050277
Document Type :
Electronic Resource