Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being

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Publication Details

Journal
Internet Interventions
Published
2026-05-02
DOI
https://doi.org/10.1016/j.invent.2026.100950
Primary Topic
Digital Mental Health Interventions
Type
article
Field-Weighted Citation Impact
0.00
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article

Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being

Russell Pine, Magdalena Liberacka-Dwojak, Monika Wiłkość-Dębczyńska, Germano Vera Cruz et al.
Internet Interventions
Digital Mental Health Interventions
article

Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being

Russell Pine, Magdalena Liberacka-Dwojak, Monika Wiłkość-Dębczyńska, Germano Vera Cruz, Yasser Khazaal, Terry Fleming, Elise Dan-Glauser, Christelle Semaan
article en

Abstract

No abstract available for this paper.
Internet InterventionsVol. 44
Centre for Addiction and Mental Health (CA), Kazimierz Wielki University in Bydgoszcz (PL), Douglas Mental Health University Institute (CA), Victoria University of Wellington (NZ), Centre de recherche en psychologie : cognition, psychisme et organisations (FR), Université de Picardie Jules Verne (FR), University of Lausanne (CH)
Openalex Percentile: Top 10%
Digital Mental Health Interventions
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