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Eriksson Sörman, DanielORCID iD iconorcid.org/0000-0002-2709-9966
Alternative names
Publications (10 of 50) Show all publications
Bäcklund, C., Eriksson Sörman, D., Malmberg Gavelin, H., Király, O., Demetrovics, Z. & Ljungberg, J. K. (2026). Coping, escapism, and fantasy motives and depression symptoms mediate the relationship between emotion dysregulation and gaming disorder. Addictive Behaviors Reports, 23, Article ID 100663.
Open this publication in new window or tab >>Coping, escapism, and fantasy motives and depression symptoms mediate the relationship between emotion dysregulation and gaming disorder
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2026 (English)In: Addictive Behaviors Reports, ISSN 2352-8532, Vol. 23, article id 100663Article in journal (Refereed) Published
Abstract [en]

Background: Studies have shown that emotion dysregulation, depression symptoms, and escapism motives are associated with Gaming Disorder (GD) symptoms. Findings indicate a discrepancy between the World Health Organization (WHO) and the American Psychiatric Association (APA) GD symptoms frameworks.

Objective: The current study aimed to investigate the serial mediating effect of depression symptoms and coping, escapism and fantasy motives on the relationship between emotion dysregulation and GD symptoms and compare the WHO and APA frameworks.

Methods: Data was collected through an online survey utilizing validated self-reported measures. The final convenience sample consisted of 678 video game players (68.44 % men [n = 464], 29.65 % women [n = 201], and 1.92 % reported ’other’ as gender identification [n = 13]) with an average age of 29.50 years (SD = 8.92). Structural equation modeling (SEM) was used to analyze the mediating effects.

Results: The results showed that depression symptoms and a composite measure of coping, escapism, and fantasy motivations, in sequence, fully mediated the relationship between emotion dysregulation and GD symptoms within the WHO framework and partially mediated it within the APA framework.

Conclusions: The results indicate that individuals with emotion dysregulation and higher levels of depression symptoms may use video games as an emotion regulation strategy. Managing emotion dysregulation and coping in the context of video games may aid in the clinical course for gaming disorder and co-occurring depression. Future research should utilize longitudinal designs to investigate study variables.

Place, publisher, year, edition, pages
Elsevier, 2026
Keywords
Gaming disorder, Internet gaming disorder, Emotion dysregulation, MotivationDepression
National Category
Psychiatry Applied Psychology
Identifiers
urn:nbn:se:umu:diva-248319 (URN)10.1016/j.abrep.2025.100663 (DOI)2-s2.0-105026393670 (Scopus ID)
Funder
Vinnova, 2021–02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020–01111
Available from: 2026-01-08 Created: 2026-01-08 Last updated: 2026-01-20Bibliographically approved
Elbe, P., Marsh, J. E., Eriksson Sörman, D., Nyberg, L., Vega-Mendoza, M. & Ljungberg, J. K. (2025). Differential impacts of addition and omission deviants on the working memory performance of adults with and without self-reported ADHD. Journal of Cognitive Psychology
Open this publication in new window or tab >>Differential impacts of addition and omission deviants on the working memory performance of adults with and without self-reported ADHD
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2025 (English)In: Journal of Cognitive Psychology, ISSN 2044-5911, E-ISSN 2044-592XArticle in journal (Refereed) Epub ahead of print
Abstract [en]

Many individuals usebackground noise to aid concentration on tasks, yet its effect on workingmemory, especially for those with ADHD, is not well understood. This studyexamined how background white noise influences short-term serial recall inadults with self-reported ADHD (n = 66) and those without (n = 66), controllingfor anxiety and depression. Participants performed a visual-verbal serialshort-term memory task under two conditions: continuous white noise interruptedby quiet intervals (omission deviant) and continuous quiet interrupted by whitenoise (addition deviant). Results showed that addition deviants disruptedperformance more in non-ADHD adults, while omission deviants had a greater disruptiveeffect on adults with self-reported ADHD. These findings suggest thatinterruptions in background sound may differently affect individuals with ADHDsymptoms. Exploratory analyses showed the absence of a primacy effect in adultswith self-reported ADHD. Future research might explore optimal auditoryenvironments tailored to attention differences in those with and without ADHD.

Place, publisher, year, edition, pages
Routledge, 2025
Keywords
ADHD, visual-verbal serialrecall, working memory, auditory distraction, environmental noise
National Category
Psychology (Excluding Applied Psychology)
Research subject
Psychology
Identifiers
urn:nbn:se:umu:diva-245790 (URN)10.1080/20445911.2025.2563538 (DOI)2-s2.0-105019103714 (Scopus ID)
Funder
Vinnova, 2021-02361
Available from: 2025-10-22 Created: 2025-10-22 Last updated: 2025-10-30
Åström, E., Eriksson Sörman, D., Sörqvist, P. & Ljungberg, J. K. (2025). The lifelong learner’s compass: cultivating attitudes with self-reflection, openness, curiosity and motivation. Adult Education Quarterly, 75(4), 291-310
Open this publication in new window or tab >>The lifelong learner’s compass: cultivating attitudes with self-reflection, openness, curiosity and motivation
2025 (English)In: Adult Education Quarterly, ISSN 0741-7136, E-ISSN 1552-3047, Vol. 75, no 4, p. 291-310Article in journal (Refereed) Published
Abstract [en]

Lifelong learning can be indispensable for the adaptation to continuously evolving labor markets and societal demands. In the current study, we examined psychological factors, notably aspects of personality (personality traits in the five-factor model and trait curiosity), self-reflection and motivation in relation to attitudes to lifelong learning. A specific aim was to examine the relative importance of these factors in their contribution to attitudes to lifelong learning. The study was carried out by use of a digital survey and included 717 adults (Mage = 47.93) within working life. The results showed that self-reflection and trait curiosity were the strongest predictors of attitudes to lifelong learning but work intrinsic motivation and openness to experience (a personality trait in the five-factor model) also contributed with unique explanatory power, although to a lesser degree. The results can inform individualized accessibility strategies for lifelong learning.

Place, publisher, year, edition, pages
Sage Publications, 2025
Keywords
lifelong learning, personality, five-factor model, trait curiosity, self-reflection, work motivation
National Category
Psychology Educational Sciences
Research subject
Psychology
Identifiers
urn:nbn:se:umu:diva-234646 (URN)10.1177/07417136241312174 (DOI)001400931400001 ()2-s2.0-85215539747 (Scopus ID)
Funder
Vinnova, 2021-02361
Available from: 2025-01-27 Created: 2025-01-27 Last updated: 2025-11-28Bibliographically approved
Vega-Mendoza, M., Eriksson Sörman, D., Josefsson, M. & Ljungberg, J. K. (2024). A longitudinal study of episodic memory recall in multilinguals. International Journal of Bilingualism, 28(1), 125-145
Open this publication in new window or tab >>A longitudinal study of episodic memory recall in multilinguals
2024 (English)In: International Journal of Bilingualism, ISSN 1367-0069, E-ISSN 1756-6878, Vol. 28, no 1, p. 125-145Article in journal (Refereed) Published
Abstract [en]

Aim: This study investigates the effects of degree of multilingualism on cognitive functions in adulthood, with focus on episodic memory recall and including measures of verbal fluency as well as global cognition.

Design: We studied a large population-based cohort cross-sectionally, and we also assessed changes over time through longitudinal measurements on four time-points over a 15 year period. Participants were drawn from the Betula prospective cohort study in Umeå, Sweden. The participants included in this study at baseline (n = 894, mean age = 51.44, 59.4% females) were divided according to number of languages into bilinguals (n = 395), trilinguals (n = 284), quadrilinguals (n = 169), and pentalinguals (n = 46). 

Data and analysis: We analysed performance on tasks of episodic memory recall, verbal fluency (letter and category) and global cognition (Minimental State Examination, MMSE) both cross-sectionally and longitudinally. The control background variables were baseline age, gender, years of education, general fluid ability Gf (Wechsler Block Design Test), and socioeconomic status. We employed a linear mixed modelling approach with entropy balancing weights to assess effects of degree of multilingualism on cognitive functions.

Findings and conclusions: Using bilinguals as the reference group, our results indicated that all the other multilingual groups exhibited superior performance on episodic memory recall than bilinguals at baseline. The rate of change over time did not differ for trilinguals and pentalinguals compared to bilinguals. While quadrilinguals declined more over time than bilinguals, they still scored significantly higher than bilinguals at the last test wave. For letter fluency, similarly, all language groups scored higher than bilinguals at baseline, and none of the groups differed from bilinguals in rate of change over time. With regard to category fluency, quadrilinguals scored higher than bilinguals at baseline, but trilinguals and pentalinguals did not differ from bilinguals and none of the groups differed in change over time compared to bilinguals. Finally, for global cognition (MMSE), trilinguals and quadrilinguals scored significantly higher than bilinguals at baseline with no differences in change over time for any of the groups relative to bilinguals. Our study contributes to the understanding of multilingual cognition and sheds light into an under-researched cognitive domain known to decline in normal ageing, namely episodic memory recall.

Significance: Our study emphasizes the importance of researching less explored aspects of multilingualism on cognition, in particular on episodic memory recall, to aid our understanding of factors that could potentially aid cognitive decline in later adulthood.

Place, publisher, year, edition, pages
Sage Publications, 2024
Keywords
Ageing, bilingualism, multilingualism, episodic memory, verbal fluency, cognition
National Category
Psychology
Identifiers
urn:nbn:se:umu:diva-202458 (URN)10.1177/13670069221139155 (DOI)000903112200001 ()2-s2.0-85145283211 (Scopus ID)
Funder
Knut and Alice Wallenberg Foundation, KAW 2014.0205Swedish Research Council, K2010-61X-21446-01Swedish Research Council, F377/1988-2000Swedish Research Council, 345-2003-3883Swedish Research Council, 315-2004-6977
Available from: 2023-01-10 Created: 2023-01-10 Last updated: 2024-04-25Bibliographically approved
Falk, J., Eriksson Sörman, D., Strandkvist, V., Vikman, I. & Röijezon, U. (2024). Cognitive functions explain discrete parameters of normal walking and dual-task walking, but not postural sway in quiet stance among physically active older people. BMC Geriatrics, 24(1), Article ID 849.
Open this publication in new window or tab >>Cognitive functions explain discrete parameters of normal walking and dual-task walking, but not postural sway in quiet stance among physically active older people
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2024 (English)In: BMC Geriatrics, E-ISSN 1471-2318, Vol. 24, no 1, article id 849Article in journal (Refereed) Published
Abstract [en]

Background: Postural control is dependent on the central nervous system’s accurate interpretation of sensory information to formulate and execute adequate motor actions. Research has shown that cognitive functions are associated with both postural control and fall risk, but specific associations are not established. The aim of this study was to explore how specific components of everyday postural control tasks are associated with both general and specific cognitive functions.

Methods: Forty-six community-dwelling older adults reported their age, sex, physical activity level, falls and fall-related concerns. The following cognitive aspects were assessed: global cognition, executive functions, processing speed and intraindividual variability. Postural control was quantified by measuring postural sway in quiet stance, walking at a self-selected pace, and walking while performing a concurrent arithmetical task. Separate orthogonal projections of latent structures models were generated for each postural control outcome using descriptive and cognitive variables as explanatory variables.

Results: Longer step length and faster gait speed were related to faster processing speed and less intraindividual variability in the choice reaction test. Moreover, longer step length was also related to less fall-related concerns and less severe fall-related injuries, while faster gait speed was also related to female sex and poorer global cognition. Lower dual-task cost for gait speed was explained by the executive function inhibition and faster processing speed. Postural sway in quiet stance was not explained by cognitive functions.

Conclusions: Cognitive functions explained gait speed and step length during normal walking, as well as the decrease of gait speed while performing a concurrent cognitive task. The results suggest that different cognitive processes are important for different postural control aspects. Postural sway in quiet stance, step time and gait variability seem to depend more on physical and automatic processes rather than higher cognitive functions among physically active older people. The relationships between cognitive functions and postural control likely vary depending on the specific tasks and the characteristics of different populations.

Place, publisher, year, edition, pages
BioMed Central (BMC), 2024
Keywords
Aging, Balance, Cognition, Dual-task, Executive functions, Gait, Intraindividual variability, Postural sway, Postural control, Processing speed
National Category
Physiotherapy Geriatrics
Identifiers
urn:nbn:se:umu:diva-231005 (URN)10.1186/s12877-024-05425-z (DOI)001339538100004 ()39427183 (PubMedID)2-s2.0-85206872195 (Scopus ID)
Available from: 2024-10-21 Created: 2024-10-21 Last updated: 2025-10-09Bibliographically approved
Bäcklund, C., Eriksson Sörman, D., Malmberg Gavelin, H., Király, O., Demetrovics, Z. & Ljungberg, J. K. (2024). Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: a psychometric investigation. Scandinavian Journal of Psychology, 65(4), 665-682
Open this publication in new window or tab >>Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: a psychometric investigation
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2024 (English)In: Scandinavian Journal of Psychology, ISSN 0036-5564, E-ISSN 1467-9450, Vol. 65, no 4, p. 665-682Article in journal (Refereed) Published
Abstract [en]

Introduction: The inclusion of Internet Gaming Disorder (IGD) in the fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) by the American Psychiatric Association and Gaming Disorder in the 11th revision of the International Classification of Diseases (ICD-11) by the World Health Organization requires consistent psychological measures for reliable estimates. The current study aimed to investigate the psychometric properties of the Gaming Disorder Test (GDT), the Ten-Item Internet Gaming Disorder Test (IGDT-10), and the Five-Item Gaming Disorder Test (GDT-5) and to compare the WHO and the APA frameworks of gaming disorder symptoms in terms of psychopathological symptoms, life satisfaction, and personality traits.

Methods: A sample of 723 Swedish gamers was recruited (29.8% women, 68.3% men, 1.9% other, Mage = 29.50 years, SD = 8.91).

Results: The results indicated notable differences regarding the estimated possible risk groups between the two frameworks. However, the association between gaming disorder symptoms and personality traits, life satisfaction, and psychopathological symptoms appeared consistent across the two frameworks. The results showed excellent psychometric properties in support of the one-factor model of the GDT, IGDT-10, and GDT-5, including good reliability estimates (McDonald's omega) and evidence of construct validity. Additionally, the results demonstrated full gender and age measurement invariance of the GDT, IGDT-10, and GDT-5, indicating that gaming disorder symptoms are measured equally across the subgroups.

Conclusion: These findings demonstrate that the IGDT-10, GDT-5, and GDT are appropriate measures for assessing gaming disorder symptoms and facilitating future research in Sweden.

Place, publisher, year, edition, pages
John Wiley & Sons, 2024
Keywords
assessment, Gaming disorder, internet gaming disorder, item response theory, measurement invariance
National Category
Psychology (excluding Applied Psychology) Psychiatry
Identifiers
urn:nbn:se:umu:diva-222581 (URN)10.1111/sjop.13010 (DOI)001183589300001 ()38475668 (PubMedID)2-s2.0-85187468250 (Scopus ID)
Funder
Vinnova, 2021–02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020–01111
Available from: 2024-04-08 Created: 2024-04-08 Last updated: 2024-07-16Bibliographically approved
Elbe, P., Marsja, E., Eriksson Sörman, D., Vega-Mendoza, M., Nyberg, L. & Ljungberg, J. K. (2024). Effects of auditory and tactile distraction in adults with low and high ADHD symptoms. Journal of Cognitive Psychology, 36(5), 645-656
Open this publication in new window or tab >>Effects of auditory and tactile distraction in adults with low and high ADHD symptoms
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2024 (English)In: Journal of Cognitive Psychology, ISSN 2044-5911, E-ISSN 2044-592X, Vol. 36, no 5, p. 645-656Article in journal (Refereed) Published
Abstract [en]

The purpose of this study was to investigate whether symptoms of attention deficit hyperactivity disorder (ADHD) impact distraction by unexpected deviant sounds and vibrations. The hypothesis was a difference between individuals with low and high ADHD symptom severity in deviance distraction. In a cross-modal oddball task, we measured the impact of to-be-ignored deviating auditory and vibrotactile stimuli in 45 adults. No difference was observed between groups with low and high symptoms of ADHD in their propensity for distraction between modalities using both frequentist and Bayesian methods. The impact of the deviating sounds and vibrations on performance was similar between groups. However, the amount of missed trials, which possibly reflects mind wandering or attention away from the focal task, was higher in the high-symptom group. The findings indicate some differences in habituation across the duration of the task. The complexity of adult ADHD symptomatology, especially differences in attentional control is discussed.

Place, publisher, year, edition, pages
Routledge, 2024
Keywords
ADHD, attention, distraction, sensory modalities
National Category
Psychology
Research subject
Psychology
Identifiers
urn:nbn:se:umu:diva-225291 (URN)10.1080/20445911.2024.2349331 (DOI)001233747800001 ()2-s2.0-85194549442 (Scopus ID)
Funder
Vinnova, 2021-02361The Kempe FoundationsSwedish National Centre for Research in Sports
Available from: 2024-05-29 Created: 2024-05-29 Last updated: 2024-08-20Bibliographically approved
Bäcklund, C., Eriksson Sörman, D., Röhlcke, S. & Nyström, M. B. T. (2024). Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players. Current Psychology, 43, 24789-24798
Open this publication in new window or tab >>Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players
2024 (English)In: Current Psychology, ISSN 1046-1310, E-ISSN 1936-4733, Vol. 43, p. 24789-24798Article in journal (Refereed) Published
Abstract [en]

This study explored the relationship between the big five personality traits and gaming disorder symptoms (GDS) in a sample of Dota 2 players. Recent research has indicated that the relationship between personality traits and GDS may depend on the video game genre investigated. However, the association between GDS and personality has yet to be investigated within a specific game, which may be even more relevant to explore as each game offers unique gameplay mechanics that can influence player behavior differently. Thus, the present study investigated the relationship between the big five personality traits and GDS in a sample of video game players from a specific game, DOTA 2 (n = 321, M = 23.25 years, SD = 4.51). Multiple linear regression was used to analyze GDS formatted as a composite score, and multinomial logistic regressions were further conducted for analyses in which gamers were classified into normal gamers (i.e., less than three criteria endorsed), moderate-risk gamers (i.e., four criteria endorsed), and high-risk gamers (i.e., all criteria endorsed). The analysis of the composite score showed a significant relationship between neuroticism, conscientiousness, agreeableness, and GDS. Analyses of the gaming classifications revealed that neuroticism was the most crucial factor concerning differentiating moderate-risk and high-risk from normal gamers. The findings and their practical implications are further discussed.

Place, publisher, year, edition, pages
Springer, 2024
Keywords
Gaming disorder, Problematic gaming, Internet gaming disorder, Multiplayer Online Battle Arena, Personality, Video games
National Category
Psychology
Research subject
Psychology; Psychology
Identifiers
urn:nbn:se:umu:diva-226699 (URN)10.1007/s12144-024-06180-5 (DOI)001243288000007 ()2-s2.0-85195270696 (Scopus ID)
Note

Correction: Bäcklund, C., Sörman, D.E., Röhlcke, S. et al. Correction to: Exploring the relationship between personality and gaming disorder symptoms in a sample of Dota 2 players. Curr Psychol (2024). DOI: 10.1007/s12144-024-06251-7

Available from: 2024-06-19 Created: 2024-06-19 Last updated: 2025-04-24Bibliographically approved
Eriksson Sörman, D., Åström, E., Ahlström, M., Adolfsson, R. & Körning Ljungberg, J. (2024). The influence of personality traits on engagement in lifelong learning. International Journal of Lifelong Education, 43(2-3), 259-276
Open this publication in new window or tab >>The influence of personality traits on engagement in lifelong learning
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2024 (English)In: International Journal of Lifelong Education, ISSN 0260-1370, E-ISSN 1464-519X, Vol. 43, no 2-3, p. 259-276Article in journal (Refereed) Published
Abstract [en]

Today, adult individuals must be able to continuously learn and adapt to the rapid changes occurring in society. However, little is known about the individual characteristics, particularly personality traits, that make adults more likely to engage in learning activities. Moreover, few studies have longitudinally and objectively investigated the influence of personality on engagement in lifelong learning throughout working age. This study therefore used longitudinal data (15 years) to examine which personality traits predicted level and long-term changes in learning activities among 1329 Swedish adults aged 30–60. The results from growth curve modelling showed that over the follow-up period, novelty seeking and self-transcendence were both positively related to overall level of engagement in learning activities, although not to rate of change. Regarding specific activities, novelty seeking was related to higher levels of engagement in attending courses, taking on new education, and making occupational changes, while harm avoidance was negatively related to the likelihood of changing occupation. The results of this study underscore the importance of considering personality in relation to engagement in lifelong learning activities. Insights from this study can potentially increase the likelihood of finding methods to promote lifelong learning, which can be beneficial for educators, policymakers, and companies.

Place, publisher, year, edition, pages
Routledge, 2024
Keywords
Lifelong learning, personality, working age
National Category
Psychology
Identifiers
urn:nbn:se:umu:diva-223775 (URN)10.1080/02601370.2024.2343013 (DOI)001204861100001 ()2-s2.0-85190971155 (Scopus ID)
Funder
Vinnova, 2021- 02361
Available from: 2024-04-25 Created: 2024-04-25 Last updated: 2025-03-12Bibliographically approved
Bäcklund, C., Eriksson Sörman, D., Malmberg Gavelin, H., Demetrovics, Z., Király, O. & Ljungberg, J. K. (2024). Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks. Computers in Human Behavior Reports, 16, Article ID 100504.
Open this publication in new window or tab >>Validating the Motives for Online Gaming Questionnaire (MOGQ) within the WHO and APA gaming disorder symptoms frameworks
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2024 (English)In: Computers in Human Behavior Reports, ISSN 2451-9588, Vol. 16, article id 100504Article in journal (Refereed) Published
Abstract [en]

The increasing interest in digital games and the reasons behind their popularity worldwide warrants further psychometric investigation of motivation factors for engagement in digital games. The present study aimed to validate the Motives for Online Gaming Questionnaire (MOGQ) in a Swedish sample and compare the associations between the seven motivational factors and gaming disorder symptoms across the American Psychiatric Association and World Health Organization diagnostic frameworks. Furthermore, considering the utility of more concise psychological measures, a 14-item version of the MOGQ was developed (MOGQ-14). A sample of 678 Swedish video game players (68.4% men, 29.7% women, and 1.9% other, Mage = 29.5 years, range 15 to 66) were included in the analyses after participating in an online survey. The analyses revealed that the Swedish version of the MOGQ had good psychometric properties. All MOGQ factors showed good reliability (McDonald’s omega), and all intercorrelations among the MOGQ dimensions were consistent with previous findings. The results showed that, on average, men reported higher gaming motivations concerning competition than women. The relationships between six gaming motivation factors (social, escape, competition, coping, skill development, fantasy) and gaming disorder symptoms were consistent with previous research. Findings indicated that the relationship between motivations (escape and recreation) and gaming disorder symptoms varied across APA and WHO diagnostic frameworks, depending on the motivation scale used (MOGQ or MOGQ-14). Recreation significantly differed in its relationship with symptoms when using MOGQ, and the MOGQ-14 showed larger effect sizes in the WHO framework for escape and recreation motivations.

Place, publisher, year, edition, pages
Elsevier, 2024
Keywords
Gaming Disorder, Internet Gaming Disorder, Motivation, Psychometrics, Video games, Technological addictions
National Category
Psychology
Identifiers
urn:nbn:se:umu:diva-230627 (URN)10.1016/j.chbr.2024.100504 (DOI)001342329200001 ()2-s2.0-85206533132 (Scopus ID)
Funder
Vinnova, 2021-02361Forte, Swedish Research Council for Health, Working Life and Welfare, 2020-01111
Available from: 2024-10-08 Created: 2024-10-08 Last updated: 2025-04-24Bibliographically approved
Organisations
Identifiers
ORCID iD: ORCID iD iconorcid.org/0000-0002-2709-9966

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