EmoTIChealth: Promoting Adolescent Health Through a Serious Game.
For patients and families
In plain language
An automatic summary of structured registry data. It is an orientation aid, not a substitute for the official protocol or a physician assessment.
- What is being studied
- The protocol lists: EmoTIChealth.
- Who it may be relevant to
- Registry conditions: Type 1 Diabetes, Asthma, Allergic Rhinitis, Food Allergy. Basic parameters: 12 years — 16 years · All.
- What needs checking
- Age, condition and sex are only basic indicators. Prior treatment, laboratory values and other mandatory requirements appear in the eligibility criteria below.
- Where it takes place
- Spain
- Next step
- Save the trial, show it to the treating physician, and confirm current recruitment with the study center. Costs, documents and travel →
Unsure about the terms? Read our patient guide →
Official title
"Promoting Health in Adolescents With and Without Chronic Diseases Through Emotional Development: Design and Implementation of a Serious Game Technology Platform (EmoTIChealth)"
Overview
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.
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;
Primary outcome measures
- Change Quality of Life (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Change Emotional and Behavioral Problems (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Change Emotional Competences (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Change Self-concept (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Change Coping (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Change Social Skills (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
Secondary outcome measures (5)
- Change in Perception of Threat of disease(Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Change Psychoeducation Diabetes [Time frame: Start of the intervetion and during it.]
- Change Resilience (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Outcome Measure: Change in Perceived Importance of Health Habits (Baseline-Pre-Post) [Time frame: Baseline up to 8 weeks]
- Outcome Measure: Assessment of the intervention and change in the emotional state of the participants [Time frame: Baseline up to 8 weeks]
Eligibility criteria
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.
Criteria are shown verbatim from the registry (in English). Final eligibility is always assessed by the study center.
Healthy volunteers: Yes
Study design
- Allocation
- N/A
- Model
- Single group
- Masking
- Open label
- Primary purpose
- Prevention
Study locations
Spain · 1 center
- Facultat de Psicología — Valencia
Identifiers
NCT: NCT07212530 · EmoTIChealth