Published on in Vol 10, No 3 (2022): Jul-Sep
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/34700, first published
.
![Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis](https://asset.jmir.pub/assets/20d40b477712d7de6d70cd41c900521f.png 480w,https://asset.jmir.pub/assets/20d40b477712d7de6d70cd41c900521f.png 960w,https://asset.jmir.pub/assets/20d40b477712d7de6d70cd41c900521f.png 1920w,https://asset.jmir.pub/assets/20d40b477712d7de6d70cd41c900521f.png 2500w)
Journals
- Dimitropoulos G, Bassi E, Bright K, Gondziola J, Bradley J, Fersovitch M, Stamp L, LaMonica H, Iorfino F, Gaskell T, Tomlinson S, Johnson D. Implementation of an Electronic Mental Health Platform for Youth and Young Adults in a School Context Across Alberta, Canada: Thematic Analysis of the Perspectives of Stakeholders. JMIR Mental Health 2024;11:e49099 View