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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 stag
SUBMITTER: Bierbooms JJPA
PROVIDER: S-EPMC11751646 | biostudies-literature | 2025 Jan
REPOSITORIES: biostudies-literature