Actively Recruiting

Phase Not Applicable
Age: 12Years - 16Years
All Genders
Healthy Volunteers
ID07212530

Promoting Health in Adolescents With and Without Chronic Diseases Through Emotional Development Using a Serious Game Technology Platform (EmoTIChealth)

Led by University of Valencia · Updated on 2026-05-13

600

Participants Needed

1

Research Sites

N/A

Total Duration

On this page

Sponsors

U

University of Valencia

Lead Sponsor

U

Universitat Politècnica de València

Collaborating Sponsor

AI-Summary

What this Trial Is About

This research aims to promote psycho-emotional health and well-being in adolescents aged 12 to 16, including those with chronic conditions like asthma, food allergy, type 1 diabetes, and allergic rhinitis. It focuses on developing socioemotional skills and resilience during a key developmental stage marked by life transitions. The study evaluates a serious game that supports healthy development and helps prevent future emotional difficulties by combining universal health promotion with tailored support for adolescents facing additional psychological challenges. The intervention uses the EmoTIChealth technological platform, which delivers a serious game designed to teach important skills across six thematic areas: psychoeducation, emotional awareness and expression, emotional regulation, problem solving, self-esteem and identity, and social skills and communication. The game adapts using artificial intelligence to provide personalized activities and feedback based on each adolescent's profile and needs. Participants act as their own controls in a waiting list design, with initial assessments, followed by a four-week intervention period playing the game, and then post-treatment assessment. Participants will complete evaluations at three time points: an initial baseline, a reassessment after four weeks before starting the game, and a final assessment after four weeks of game play. These assessments measure changes in quality of life, emotional and behavioral problems, emotional competencies, self-concept, coping, social skills, perception of disease threat, resilience, health habits, and emotional state. The study involves regular monitoring over about eight weeks to track improvements and gather participant feedback, providing insights into the game's impact on adolescent health.

CONDITIONS

Brief Title

EmoTIChealth: Promoting Adolescent Health Through a Serious Game.

Who Can Participate

Age: 12Years - 16Years
All Genders
Healthy Volunteers

Eligibility Criteria

Eligible

You may qualify if you...

  • Informed consent by parents/guardians and participants.
  • Aged between 12 and 16 years old
Not Eligible

You will not qualify if you...

  • No access to internet or new technologies
  • Not a Spanish speaker.

AI-Screening

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Your Study Journey

Screening

Duration - 2 to 4 weeks

Participants are screened for eligibility to participate in the trial.

1 visit (in-person or remote) to assess eligibility and obtain consent

Diagnostic Evaluation

Duration - 4 weeks

Participants complete initial assessments to establish baseline measures before starting the intervention.

1 baseline evaluation visit (T1) and 1 pre-treatment evaluation visit (T2) after 4 weeks

Outpatient Treatment

Duration - Up to 4 weeks

Participants engage with the EmoTIChealth serious game program to promote emotional development and health.

Participants use the game over approximately 4 weeks following the second evaluation (T2)

Follow-up Assessment

Duration - 1 week

Participants complete post-treatment assessments to evaluate changes after the intervention.

1 post-treatment evaluation visit (T3) after completing the game

Trial Site Locations

Total: 1 location

1

Facultat de Psicología

Valencia, Valencia, Spain, 46010

Actively Recruiting

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Research Team

M

Marián Pérez-Marín, PHD

How is the study designed?

Study Type

INTERVENTIONAL

Masking

NONE

Allocation

NA

Model

SINGLE_GROUP

Primary Purpose

PREVENTION

Number of Arms

1

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