NCBI PubMed Centralopen access
Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being.
computer science education
This document is indexed with metadata only — full text is not available in the archive for this record.
Open the official source ↗
Record · ID 154553
Retrieved via
Conceptio — every document is proof-bundled with source, license, and retrieval metadata.