Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being
Key Points
This research aims to understand the willingness to use gamified applications for emotional regulation and mental well-being.
Surveyed participants regarding their willingness to use video-game interventions for emotional support.
Assessed willingness in both preventive and reactive contexts.
Participants exhibited lower willingness to use gamified interventions preventively than reactively.
Abstract
Participants showed lower willingness to use game-based interventions preventively than reactively.
Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being | Synapse