Work

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

Year: 2026
Type: article
Study design: Observational Study
Abstract: Background Game-based interventions show promise for mental health, yet limited research has examined individuals' willingness to engage and the factors shaping openness to these approaches. Objective We aimed to (a) assess the extent to which individuals are willing to use game-based interventions to enhance emotional regulation, mental health, and mental well-being; (b) identify distinct participant profiles characterized by varying levels of willingness; and (c) examine socio-demographic, psychological, and game-related factors associated with this willingness. Methods An online survey of 3745 adults aged 18–79 years from 48 countries assessed socio-demographic characteristics, gaming habits, impulsivity, emotional regulation difficulties, gaming disorder symptoms, and anxiety and depression symptoms. Results Participants reported relatively high willingness to use game-based interventions for improving emotion regulation, improving mental health, and improving mental-wellbeing when feeling down, and more moderate willingness to use such interventions for improving mental wellbeing when feeling good ( M = 3.25; 3.35; 3.26 and 2.93 respectively; 1–4 scale, where 1 is described as “Definitely would not” and 4 is “Definitely would”). Cluster analysis revealed two distinct profiles: a “high willingness” group (43%) and a “moderate willingness” group (57%). Logistic regression results indicated that being younger, male, and having higher gaming frequency, gaming disorder symptoms, and some emotional regulation difficulties dimensions significantly predicted membership in the “high willingness” group. In contrast, higher impulsivity and greater emotional unawareness or limited strategy use predicted a lower level of willingness. Conclusions Most participants were open to digital mental health tools, with willingness shaped by individual traits, highlighting the value of tailored, culturally inclusive interventions for receptive subgroups, especially young adult gamers. One of the key findings of this study is that participants showed lower willingness to use game-based interventions preventively than reactively. This suggests preventive interventions may require distinct motivational mechanisms, with implications for designing strategies that enhance engagement during periods of well-being.
Language: English
Field: Psychology
Open Access status: gold
Estimated APC paid: $2,980
OpenAlex ID: W7160082009
FWCI:
Cites: 64
Cited by:
Related to: