{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,14]],"date-time":"2025-10-14T07:18:00Z","timestamp":1760426280243,"version":"build-2065373602"},"reference-count":60,"publisher":"MDPI AG","issue":"2","license":[{"start":{"date-parts":[[2025,4,1]],"date-time":"2025-04-01T00:00:00Z","timestamp":1743465600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"funder":[{"name":"RRTAI academic research collaboration programme","award":["RRTAI-0B23"],"award-info":[{"award-number":["RRTAI-0B23"]}]}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Software"],"abstract":"<jats:p>Attention Bias Modification (ABM) is a cost-effective mood intervention that has the potential to be used in daily settings beyond clinical environments. However, its interactivity and user engagement are known to be limited and underexplored. Here, we propose Uplifting Moods, a novel mood intervention app that combines gamified ABM and augmented reality (AR) to address the limitation associated with the repetitive nature of ABM. By harnessing the benefits of mobile AR\u2019s low-cost, portable, and accessible characteristics, this approach is to help users easily take part in ABM, positively shifting one\u2019s emotions. We conducted a mixed methods study with 24 participants, which involves a controlled experiment with Self-Assessment Manikin as its primary measure and a semi-structured interview. Our analysis reports that the approach uniquely adds fun, exploring, and challenging features, helping improve engagement and feeling more cheerful and less under control. It also highlights the importance of personalization and consideration of gaming style, music preference, and socialization in designing a daily AR ABM game as an effective mental wellbeing intervention.<\/jats:p>","DOI":"10.3390\/software4020008","type":"journal-article","created":{"date-parts":[[2025,4,2]],"date-time":"2025-04-02T16:19:16Z","timestamp":1743610756000},"page":"8","update-policy":"https:\/\/doi.org\/10.3390\/mdpi_crossmark_policy","source":"Crossref","is-referenced-by-count":2,"title":["Uplifting Moods: Augmented Reality-Based Gamified Mood Intervention App with Attention Bias Modification"],"prefix":"10.3390","volume":"4","author":[{"given":"Yun Jung","family":"Yeh","sequence":"first","affiliation":[{"name":"Department of Computer Science, University College London, London, UK"}]},{"given":"Sarah S.","family":"Jo","sequence":"additional","affiliation":[{"name":"RRT<i>AI<\/i>, Dublin, Ireland"}]},{"given":"Youngjun","family":"Cho","sequence":"additional","affiliation":[{"name":"Department of Computer Science, University College London, London, UK"}]}],"member":"1968","published-online":{"date-parts":[[2025,4,1]]},"reference":[{"key":"ref_1","unstructured":"(2025, March 15). 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