Accepted for/Published in: JMIR Formative Research
Date Submitted: Mar 21, 2024
Date Accepted: Oct 21, 2024
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Exploration of the Promising Effects of Game-based Training in an Escape Room Concept: A Research through Design Study.
ABSTRACT
Background:
Many efforts to increase the uptake of eMental Health have failed due to a lack of knowledge and skills on the use of technology in mental healthcare by its professionals. In other healthcare areas, serious gaming concepts are increasingly used to train professionals. These training possibilities are still scarce in the field of mental healthcare.
Objective:
We aimed to explore the extent to which serious gaming methods for mental healthcare professionals’ skill enhancement are promising, by designing and testing an escape room concept.
Methods:
We used a ‘research through design’ approach with three design stages in this project. In the first stage the purpose, expectations, and storyline ideas for the escape room were formulated. These storylines were further translated into a gaming concept in the second stage of the project. In the third stage a prototype was tested with mental healthcare professionals. We organized co-design sessions and interviews with mental healthcare professionals from various disciplines in all stages of the research project.
Results:
An escape room prototype was iteratively developed and tested by the co-design team, which delivered multiple suggestions for adaptations that were assimilated in a next version of the prototype. The final prototype was tested in a field study with mental healthcare professionals. This field study revealed promising results. According to the participants the escape room creates a positive mindset towards eMental Health. In addition, it is fun and educational at the same time. Attention should be paid to create and maintain complexity, credibility, and flexibility in the game. Finally, there are a number of implementation and sustainability challenges that should be addressed.
Conclusions:
We can conclude that an escape room concept offers a promising concept for training mental healthcare professionals’ eMental Health skills. A clear implementation plan is essential to reach sustainable goals regarding skill enhancement in eMental Health. Clinical Trial: N/A
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