EmoTIChealth: Promoting Adolescent Health Through a Serious Game.
NCT07212530 · Status: RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 600
Last updated 2026-05-13
Summary
The intervention program targets adolescents between 12 and 16 years of age. The intervention program is designed for adolescents during a critical developmental stage marked by significant life transitions, where building strong personal resources and receiving psychological support is essential to foster socioemotional skills and overall well-being. The serious game aims to promote psycho-emotional health in the general adolescent population, supporting healthy development and preventing future emotional difficulties. At the same time, it incorporates specific modules for adolescents living with chronic conditions such as asthma, food allergy, type 1 diabetes, and allergic rhinitis, who may face additional risks of psychological challenges that can complicate treatment and prognosis. By combining universal health promotion with tailored support, the program addresses both the needs of healthy adolescents and those with chronic illnesses.
The platform integrates digital and technological tools for dynamic and personalized intervention. Artificial intelligence adapts activities and feedback to each participant's socio-demographic profile and evolving needs, this supports directly in participants' daily lives and natural environments, making the experience more relevant and impactful. The serious game, proven effective in engaging young people, goes beyond traditional psychoeducation by creating an interactive environment where adolescents develop socio-emotional competencies, resilience, and health-related knowledge. Through its six thematic areas, the game promotes overall well-being and healthy habits, while its condition-specific modules provide targeted guidance and coping strategies for asthma, food allergies, type 1 diabetes, and allergic rhinitis.
Conditions
- Type 1 Diabetes
- Asthma
- Allergic Rhinitis
- Food Allergy
- Adolescent Development
Interventions
- BEHAVIORAL
-
EmoTIChealth
The EmoTIChealth technological platform intervenes in users through a "serious game", i.e. a video game whose main purpose is to teach or provide the player with certain skills that serve to achieve a higher purpose than the game itself. The game is composed of 6 areas, each of which refers to one of the variables that are analyzed or considered important in promoting health related quality of life and adaptation to chronic illness: Area 1. Psychoeducation; 2. Emotional awareness and expression; 3. Emotional regulation; 4. Problem solving; 5. Self-esteem and identity;6. Social skills and communication.
Sponsors & Collaborators
-
Universitat Politècnica de València
collaborator OTHER -
University of Valencia
lead OTHER
Principal Investigators
-
Marián Pérez-Marín, PHD · Universitat de Valencia
Study Design
- Allocation
- NA
- Purpose
- PREVENTION
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Min Age
- 12 Years
- Max Age
- 16 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-12-01
- Primary Completion
- 2027-08-30
- Completion
- 2027-08-30
Countries
- Spain
Study Locations
More Related Trials
-
Testing the Efficacy of the REThink Emotions Platform in a Full-scale SMART Study
NCT06085391 ·Status: COMPLETED ·Phase: NA
-
App-based Mental Health Promotion in Young European Adults
NCT04148508 ·Status: COMPLETED ·Phase: NA
-
A Digital Game on Promoting Family Well-being
NCT04550065 ·Status: UNKNOWN ·Phase: NA
-
PLAYwithHEART: PLAY With Happiness, Engagement, Acceptance, and Respect With Your Team
NCT04850872 ·Status: ACTIVE_NOT_RECRUITING ·Phase: NA
-
Evaluation of a Serious Game Aimed at Improving Mental Health in Youth.
NCT04608578 ·Status: COMPLETED ·Phase: NA
-
REThinkWELL- the Use of Therapeutic Game to Reduce Mental Health Symptoms in Children and Adolescents
NCT06529510 ·Status: COMPLETED ·Phase: NA
-
Effects of Implementing a Program to Develop Emotional Skills and Post-traumatic Growth in Adolescents and Young Adults Receiving Child Welfare Services-a Pilot Study in the Haute-Loire Department
NCT07334704 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Efficacy of Attachment-based Compassion Therapy in Population With Chronic Medical Illness (CUIDA-TEC)
NCT04809610 ·Status: UNKNOWN ·Phase: NA
-
Game Intervention for Resilience
NCT07235696 ·Status: RECRUITING ·Phase: NA
-
SAEM: A Serious Game for Emotional Regulation Problems in Adolescents
NCT05154292 ·Status: UNKNOWN ·Phase: NA
-
The Effect of Health Education Based Laughter Yoga Applied to Adolescents on Stress and Digital Gaming Habits
NCT07032090 ·Status: ACTIVE_NOT_RECRUITING ·Phase: NA
-
Social Health Games: The Use of Online Games to Decrease Loneliness in Older Adults
NCT04733898 ·Status: TERMINATED ·Phase: NA
-
Effect of #LIFEGOALS on Adolescents' Mental Health
NCT04719858 ·Status: COMPLETED ·Phase: NA
-
Efficacy of the REThink Therapeutic Online Game
NCT03308981 ·Status: COMPLETED ·Phase: NA
-
Digital Health for Caregivers Emotional and Self-management Support
NCT04812665 ·Status: COMPLETED
-
Development and Evaluation of a Psychological Intervention in Videogame Format for the Promotion of Active Aging
NCT04982497 ·Status: COMPLETED ·Phase: NA
-
Efficacy of a Blended Low Intensity Internet-delivered Psychological Program in Patients With Multimorbidity in Primary Care.
NCT03426709 ·Status: COMPLETED ·Phase: NA
-
Testing the REThinkACADEMY Interventions in Prevention of Emotional Disorders in College Students.
NCT06085872 ·Status: COMPLETED ·Phase: NA
-
A Multimodal Intervention for Community-dwelling Individuals With Unwanted Loneliness
NCT06382181 ·Status: COMPLETED ·Phase: NA
-
Design, Implementation and Evaluation of an Intervention Within Video Game for Mental Health Literacy in Adolescents and Young Adults
NCT06473857 ·Status: NOT_YET_RECRUITING ·Phase: NA
-
Family-Focused Adolescent & Lifelong Health Promotion
NCT05930535 ·Status: COMPLETED ·Phase: NA
-
A Clinical Study of Online Active Play Program With Adolescents
NCT04618341 ·Status: COMPLETED
-
Enhancement of Emotion Regulation Skills in Adolescents
NCT04001140 ·Status: UNKNOWN ·Phase: NA
-
Mightier Play and Caregiver Stress and Wellbeing
NCT05652127 ·Status: COMPLETED ·Phase: NA
-
TEEM-GIFTS: A Gamified mHealth to Reduce Post-Discharge Suicide Risk
NCT06358339 ·Status: RECRUITING ·Phase: NA