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

Design of a Game-Based Training Environment to Enhance Mental Health Care Professionals’ Skills in Using e–Mental Health: Multiple Methods User Requirements Analysis

Journals

  1. 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
  2. Vila A, Romero‐Moreno R, Nogales‐Gonzalez C, Ritchey A, Ardoy‐Cuadros J. Sexual Interventions in the Metaverse: Attitudes Towards Novel Therapeutic Approaches, a Qualitative Study. Health Expectations 2024;27(5) View
  3. Hagyari-Donaldson P, Scott N. Online Therapy for Children: Yay or Nay? Clinicians’ Insights from the COVID-19 Era. Child & Youth Care Forum 2024 View