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 language | English |
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Pages | 31-35 |
Number of pages | 5 |
DOIs | |
Publication status | Published - 6 Jul 2020 |
Event | ACM conference on Designing Interactive Systems '20: DIS'20 - Netherlands, Eindhoven, Netherlands Duration: 6 Jul 2020 → 20 Jul 2020 Conference number: DIS'20 |
Conference
Conference | ACM conference on Designing Interactive Systems '20 |
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Abbreviated title | DIS '20 |
Country/Territory | Netherlands |
City | Eindhoven |
Period | 6/07/20 → 20/07/20 |
Keywords
- eMental Health
- escape room
- serious gaming
- skill enhancement
- Skill enhancement
- Emental health
- Serious gaming
- Escape room