May 2022
Usability and applicability of a mindfulness based online intervention developed for people with problematic internet gaming behavior
In this study, the usability and applicability of a mindfulness based online administered gamified short-term intervention for people suffering from internet gaming disorder is investigated in a subclinical sample (N = 49). Within a four-week intervention program (Room2Respawn) participants were randomly allocated to a gamified condition (experimental) or a neutral condition (control). Participants were...
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