The design of a game-based training environment to enhance health care professionals’ skills in using eMental health: study protocol for the user requirements analysis (Preprint)
BACKGROUND eMental health offers various possibilities for mental healthcare delivery, with many studies demonstrating its clinical efficacy. However, the uptake of eMental health technologies by mental healthcare professionals remains low. One of the reasons for this is the lack of knowledge and skills in using these technologies. Skill enhancement by means of serious gaming has shown to be effective in other areas already, but has not yet been applied to developing eMental health skills of mental healthcare professionals. OBJECTIVE The objective of this paper is to describe a study protocol for the user requirements analysis for the design of a game-based training environment for mental healthcare professionals to enhance their skills in eMental health. METHODS The user requirements are formulated using three complementary outputs: personas (lively descriptions of potential users), scenarios (situations that require eMental health skills), and prerequisites (required technical and organizational conditions). We collected the data by using a questionnaire, co-design sessions, and interviews. The questionnaire was used to determine mental healthcare professionals’ characteristics, attitudes and skill levels regarding eMental health and was distributed among mental healthcare professionals in the Netherlands. This led to a number of recognizable (sub) user groups as the basis for personas. Co-design sessions with mental healthcare professionals resulted in a further specification of the personas and an identification of different user scenarios for the game-based training environment. Interviews with mental healthcare professionals helped to determine the preferences of mental healthcare professionals regarding training in eMental health, as well as the technical and organizational conditions required for the prospective game-based training environment to be used in practice. This combination of requirements elicitation methods allows for a good representation of the target population in terms of both a broad view of user needs (through the large N questionnaire) as well as an in-depth understanding of specific design requirements (through interviews and co-design). RESULTS The questionnaire was filled out by 432 respondents. Three co-design sessions with mental healthcare professionals and 17 interviews were held. The data has been analyzed and a full paper on the results is expected to be submitted in the first half of 2021. CONCLUSIONS To develop an environment that can effectively support professionals’ eMental Health skill development, it is important to offer training possibilities that address the specific needs of mental healthcare professionals. The approach as described in this protocol incorporates the elements that enable the design of a playful training environment that is user-driven and flexible, and considers the technical and organizational prerequisites that influence its implementation in practice. It describes a protocol that is replicable and that provides a methodology for user requirements analyses in other projects and healthcare areas. CLINICALTRIAL