skip to main content
10.1145/3393914.3395888acmconferencesArticle/Chapter ViewAbstractPublication PagesdisConference Proceedingsconference-collections
abstract

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

Published:06 July 2020Publication History

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.

References

  1. Chloe de Grood, Aida Raissi, Yoojin Kwon, and Maria Jose Santana. 2016. Adoption of e-health technology by physicians: a scoping review. J Multidiscip Healthc. 9, 335.Google ScholarGoogle ScholarCross RefCross Ref
  2. Conceição Granja, Wouter Janssen, and Monika Alise Johansen. 2018. Factors determining the success and failure of ehealth interventions: Systematic review of the literature. J Med Internet Res. 20, 5: 1--21.Google ScholarGoogle ScholarCross RefCross Ref
  3. Amy M. Kilbourne. 2012. E-health and the transformation of mental health care. Psychiatr. Serv. 63, 11: 1059.Google ScholarGoogle ScholarCross RefCross Ref
  4. Jamie Ross, Fiona Stevenson, Rosa Lau, and Elizabeth Murray. 2016. Factors that influence the implementation of e-health: a systematic review of systematic reviews (an update). Implement Sci. 11, 1: 146.Google ScholarGoogle ScholarCross RefCross Ref
  5. Lori Wozney, Amanda S. Newton, Nicole D. Gehring, Kathryn Bennett, Anna Huguet, Lisa Hartling, Michele P. Dyson, and Patrick McGrath. 2017. Implementation of eMental Health care: viewpoints from key informants from organizations and agencies with eHealth mandates. BMC Med Inform Decis Mak. 17, 1: 78.Google ScholarGoogle ScholarCross RefCross Ref
  6. Milou Feijt, Yvonne A. de Kort, Inge M.B. Bongers, and Wijnand A. IJsselsteijn. 2018. Perceived drivers and barriers to the adoption of eMental Health by psychologists: the construction of the levels of adoption of eMental Health model. J Med Internet Res. 20, 4: e153.Google ScholarGoogle ScholarCross RefCross Ref
  7. Ryan B.A. Wang, Samuel DeMaria, Andrew Goldberg, and Daniel Katz. 2016. A systematic review of serious games in training health care professionals. Simulat Healthc J Soc Med Simulat. 11, 1: 41--51.Google ScholarGoogle ScholarCross RefCross Ref
  8. Kurt Squire and Henry Jenkins. 2003. Harnessing the power of games in education. Insight. 3, 1: 5--33.Google ScholarGoogle Scholar
  9. David A. Kolb, Richard E. Boyatzis, and Charalampos Mainemelis. 2001. Experiential learning theory: Previous research and new directions. Perspectives on thinking, learning, and cognitive styles. 1, 8: 227--47.Google ScholarGoogle Scholar
  10. Marc Prensky. 2001. Fun, play and games: What makes games engaging. Digital game-based learning. 5, 1: 5--31.Google ScholarGoogle Scholar
  11. Thomas M. Connolly, Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey, James M. Boyle. 2012. A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59, 2: 661--86.Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Yasuharu Okuda, Ethan O. Bryson, Samuel DeMaria, Lisa Jacobson, Joshua Quinones, Bing Shen, and Adam I. Levine. 2009. The utility of simulation in medical education: what is the evidence?. Mount Sinai Journal of Medicine: A Journal of Translational and Personalized Medicine. 76, 4: 330--343.Google ScholarGoogle ScholarCross RefCross Ref
  13. Vickie Adams, Stephanie Burger, Kaile Crawford, and Robyn Setter. 2018. Can you escape? Creating an escape room to facilitate active learning. J Nurses Prof Dev. 34, 2: E1-E5.Google ScholarGoogle ScholarCross RefCross Ref
  14. Melissa Mullen and Sandra O. Seiler, S. 2019. Escaping the Confines of Traditional Instruction: The Use of the Escape Room in a Transition to Practice Program. J Nurses Prof Dev. 35, 6: 354--356.Google ScholarGoogle ScholarCross RefCross Ref
  15. Rui Pan, Henry Lo, and Carman Neustaedter. 2017. June). Collaboration, awareness, and communication in real-life escape rooms. In Proceedings of the 2017 Conference on Designing Interactive Systems (DIS '17), 1353--1364.Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

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

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      DIS' 20 Companion: Companion Publication of the 2020 ACM Designing Interactive Systems Conference
      July 2020
      605 pages
      ISBN:9781450379878
      DOI:10.1145/3393914

      Copyright © 2020 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 6 July 2020

      Check for updates

      Qualifiers

      • abstract

      Acceptance Rates

      Overall Acceptance Rate1,158of4,684submissions,25%

      Upcoming Conference

      DIS '24
      Designing Interactive Systems Conference
      July 1 - 5, 2024
      IT University of Copenhagen , Denmark

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader