EmoTIChealth: Promoting Adolescent Health Through a Serious Game.

NCT ID: NCT07212530

Last Updated: 2025-11-26

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

NOT_YET_RECRUITING

Clinical Phase

NA

Total Enrollment

600 participants

Study Classification

INTERVENTIONAL

Study Start Date

2025-12-01

Study Completion Date

2027-08-30

Brief Summary

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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.

Detailed Description

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Conditions

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Type 1 Diabetes Asthma Allergic Rhinitis Food Allergy Adolescent Development

Study Design

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Allocation Method

NA

Intervention Model

SINGLE_GROUP

Primary Study Purpose

PREVENTION

Blinding Strategy

NONE

Study Groups

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Experimental group

Adolescents who receive the treatment program will previously constitute their own control group (waiting list control group). Thus, diagnostic measures will be obtained in all of them in an initial evaluation (T1), and after 4 weeks of this assessment the treatment program will be started. In the first contact session, 4 weeks after T1, all adolescents will be reassessed (T2), and after this, the treatment program will be started (within an estimated time of 10 days maximum from this second pre-treatment evaluation, the estimated duration of play/treatment being 4 weeks). After the completion of the serious game, a new asssesment pass will be performed (T3) in order to review the post-treatment change. Thus, the estimated time between T2 and T3 will be equivalent to that between T1 and T2, being 4 weeks.

Group Type EXPERIMENTAL

EmoTIChealth

Intervention Type BEHAVIORAL

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.

Interventions

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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.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Informed consent by parents/guardians and participants.
* Aged between 12 and 16 years old

Exclusion Criteria

* No access to internet or new technologies
* Not a Spanish speaker.
Minimum Eligible Age

12 Years

Maximum Eligible Age

16 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Universitat Politècnica de València

OTHER

Sponsor Role collaborator

University of Valencia

OTHER

Sponsor Role lead

Responsible Party

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M. Antonia Pérez-Marín

Associate Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Marián Pérez-Marín, PHD

Role: PRINCIPAL_INVESTIGATOR

Universitat de Valencia

Locations

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Facultat de Psicología

Valencia, Valencia, Spain

Site Status

Countries

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Spain

Central Contacts

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Marián Pérez-Marín, PHD

Role: CONTACT

0034 9639 ext. 83392

Facility Contacts

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Marián Pérez-Marín, PHD

Role: primary

0034 9639 ext. 83392

Other Identifiers

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EmoTIChealth

Identifier Type: -

Identifier Source: org_study_id

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