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        <identifier>oai:figshare.com:article/33295212</identifier>
        <datestamp>2026-09-22T06:41:01Z</datestamp>
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          <dc:title>Supporting data for "The Effect of a Game-Based Intervention on Improving Mental Health and Positive Emotion Functions Following Major Life Stress"</dc:title>
          <dc:creator>Ke Fang (19202869)</dc:creator>
          <dc:subject>Clinical psychology</dc:subject>
          <dc:subject>Health psychology</dc:subject>
          <dc:subject>Resilience</dc:subject>
          <dc:subject>intervention</dc:subject>
          <dc:subject>game-based intervention</dc:subject>
          <dc:description>&lt;p dir="ltr"&gt;This dataset contains de-identified behavioral and questionnaire data collected as part of a game-based intervention study examining positive affectivity, reward-related responses, psychological adjustment, and resilience following major life stress. The dataset includes baseline demographic information, assessment of major life stress, questionnaire measures of psychological symptoms, positive and negative affect, cognitive emotion regulation, coping, locus of control, loneliness, sleep quality, hope, and childhood trauma, as well as behavioural data from the Monetary Incentive Delay (MID) task. Questionnaire data were collected at pre-intervention, post-intervention, and approximately three-month follow-up assessments, whereas childhood trauma was assessed at baseline only. MID task data include reaction time and hit-rate measures across reward, loss, and neutral conditions at the three assessment time points. The dataset is provided in Excel format and is intended to support research transparency, reproducibility, and secondary analysis.&lt;/p&gt;</dc:description>
          <dc:date>2026-09-22T06:41:01Z</dc:date>
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          <dc:identifier>10.25442/hku.33295212.v1</dc:identifier>
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