Serious Games for Professional Skills the Design of an Escape Room to Explore the Possibilities of eMental Health

Joyce Bierbooms, Milou A. Feijt, Wijnand A. IJsselsteijn, Wouter Sluis - Thiescheffer, Meddy Weijmans, Evelyn van der Burg, Inge Bongers

Research output: Contribution to conferenceAbstractAcademic

2 Citations (Scopus)

Abstract

A lack of knowledge and skills is an important barrier in the uptake of technology in mental healthcare. To address this issue, we propose a game-based solution in which mental healthcare professionals can explore and experience the possibilities of eMental Health. Based on extensive user needs research, we arrived at an escape room scenario as a promising solution, allowing a combination of motivated ‘hands on’ exploration and social learning. Currently, this escape room is being developed in multiple iterations, using input from different co-design sessions with mental healthcare professionals, designers and researchers. A try-out has taken place, based on which the final version is being developed. Subsequently, a field study will be conducted to investigate the user experiences, efficacy, and applicability of the escape room in the practice of mental healthcare.
Original languageEnglish
Pages31-35
Number of pages5
DOIs
Publication statusPublished - 6 Jul 2020
EventACM conference on Designing Interactive Systems '20: DIS'20 - Netherlands, Eindhoven, Netherlands
Duration: 6 Jul 202020 Jul 2020
Conference number: DIS'20

Conference

ConferenceACM conference on Designing Interactive Systems '20
Abbreviated titleDIS '20
Country/TerritoryNetherlands
CityEindhoven
Period6/07/2020/07/20

Keywords

  • eMental Health
  • escape room
  • serious gaming
  • skill enhancement
  • Skill enhancement
  • Emental health
  • Serious gaming
  • Escape room

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