Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being.
•High overall openness: Most respondents reported moderate to high willingness to use game-based interventions to improve emotion regulation, mental health, and well-being across diverse countries.•Two distinct user profiles identified: Cluster analysis revealed a high willingness group (43%) and a moderate willingness group (57%), highlighting meaningful heterogeneity in receptivity.•Key predictors of high willingness: Younger age (18-25), male gender, frequent gaming, gaming disorder symptoms, and specific emotion regulation difficulties significantly increased likelihood of high willingness.•Factors associated with lower willingness: Higher impulsivity (low perseverance, high sensation seeking) and emotional unawareness or limited use of regulation strategies were linked to reduced openness.•One of the key findings: Participants showed lower willingness to use game-based interventions preventively than reactively.
Authors
Vera Cruz Vera Cruz, Pine Pine, Fleming Fleming, Liberacka-Dwojak Liberacka-Dwojak, Semaan Semaan, Dan-Glauser Dan-Glauser, WiĆkoĆÄ-DÄbczyĆska WiĆkoĆÄ-DÄbczyĆska, Khazaal Khazaal
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