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用于精神卫生保健专业人员电子心理健康培训的密室逃脱游戏的协同设计:基于设计的研究

Co-Design of an Escape Room for e-Mental Health Training of Mental Health Care Professionals: Research Through Design Study.

作者信息

Bierbooms Joyce J P A, Sluis-Thiescheffer Wouter R J W, Feijt Milou Anne, Bongers Inge M B

机构信息

Tilburg University, Tilburg, Netherlands.

HAN University of Applied Sciences, Arnhem and Nijmegen, Netherlands.

出版信息

JMIR Form Res. 2025 Jan 7;9:e58650. doi: 10.2196/58650.

Abstract

BACKGROUND

Many efforts to increase the uptake of e-mental health (eMH) have failed due to a lack of knowledge and skills, particularly among professionals. To train health care professionals in technology, serious gaming concepts such as educational escape rooms are increasingly used, which could also possibly be used in mental health care. However, such serious-game concepts are scarcely available for eMH training for mental health care professionals.

OBJECTIVE

This study aims to co-design an escape room for training mental health care professionals' eMH skills and test the escape room's usability by exploring their experiences with this concept as a training method.

METHODS

This project used a research through design approach with 3 design stages. In the first stage, the purpose, expectations, and storylines for the escape room were formulated in 2 co-design sessions with mental health care professionals, game designers, innovation staff, and researchers. In the second stage, the results were translated into the first escape room, which was tested in 3 sessions, including one web version of the escape room. In the third stage, the escape room was tested with mental health care professionals outside the co-design team. First, 2 test sessions took place, followed by 3 field study sessions. In the field study sessions, a questionnaire was used in combination with focus groups to assess the usability of the escape room for eMH training in practice.

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 each next version of the prototype. The field study showed that the escape room creates a positive mindset toward eMH. The suitability of the escape room to explore the possibilities of eMH was rated 4.7 out of 5 by the professionals who participated in the field study. In addition, it was found to be fun and educational at the same time, scoring 4.7 (SD 0.68) on a 5-point scale. Attention should be paid to the game's complexity, credibility, and flexibility. This is important for the usefulness of the escape room in clinical practice, which was rated an average of 3.8 (SD 0.77) on a 5-point scale. Finally, implementation challenges should be addressed, including organizational policy and stimulation of eMH training.

CONCLUSIONS

We can conclude that the perceived usability of an escape room for training mental health care professionals in eMH skills is promising. However, it requires additional effort to transfer the learnings into mental health care professionals' clinical practice. A straightforward implementation plan and testing the effectiveness of an escape room on skill enhancement in mental health care professionals are essential next steps to reach sustainable goals.

摘要

背景

由于缺乏知识和技能,特别是在专业人员中,许多提高电子心理健康(eMH)利用率的努力都失败了。为了培训医疗保健专业人员的技术能力,诸如教育逃脱游戏室等严肃游戏概念越来越多地被使用,这也可能用于精神卫生保健。然而,这种严肃游戏概念几乎没有用于精神卫生保健专业人员的eMH培训。

目的

本研究旨在共同设计一个用于培训精神卫生保健专业人员eMH技能的逃脱游戏室,并通过探索他们对这一概念作为培训方法的体验来测试逃脱游戏室的可用性。

方法

本项目采用设计研究方法,分为3个设计阶段。在第一阶段,通过与精神卫生保健专业人员、游戏设计师、创新人员和研究人员进行2次共同设计会议,制定了逃脱游戏室的目的、期望和故事情节。在第二阶段,将结果转化为第一个逃脱游戏室,并在3次会议中进行测试,其中包括一次网络版逃脱游戏室测试。在第三阶段,在共同设计团队之外的精神卫生保健专业人员中对逃脱游戏室进行测试。首先进行了2次测试会议,随后进行了3次实地研究会议。在实地研究会议中,使用问卷调查结合焦点小组来评估逃脱游戏室在实际eMH培训中的可用性。

结果

共同设计团队迭代开发并测试了一个逃脱游戏室原型,该团队提出了多项改进建议,并将其融入到原型的下一个版本中。实地研究表明,逃脱游戏室营造了对eMH的积极心态。参与实地研究的专业人员对逃脱游戏室探索eMH可能性的适用性评分为4.7(满分5分)。此外,人们发现它既有趣又有教育意义,在5分制中得分为4.7(标准差0.68)。应注意游戏的复杂性、可信度和灵活性。这对于逃脱游戏室在临床实践中的实用性很重要,其在5分制中的平均评分为3.8(标准差0.77)。最后,应解决实施挑战,包括组织政策和对eMH培训的激励。

结论

我们可以得出结论,用于培训精神卫生保健专业人员eMH技能的逃脱游戏室的感知可用性很有前景。然而,需要付出额外努力将所学知识转化为精神卫生保健专业人员的临床实践。一个直接的实施计划以及测试逃脱游戏室对精神卫生保健专业人员技能提升的有效性是实现可持续目标的关键下一步。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/83a9/11751646/68862defc70e/formative_v9i1e58650_fig1.jpg

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