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Active Not RecruitingNCT06049407

Intervention on Socio-emotional Development and Well-being Through ICTs in Early Adulthood

Intervention Through an Intelligent Technological Platform for Social-emotional Development and the Promotion of Well-being in Adolescence and Early Adulthood

Status
Active Not Recruiting
Phase
N/A
Study type
Interventional
Enrollment
385 (estimated)
Sponsor
University of Valencia · Academic / Other
Sex
All
Age
18 Years – 29 Years
Healthy volunteers
Accepted

Summary

emoWELL is a serious game, that is, a video game designed to inform and train in skills and competencies in a more dynamic way. emoWELL focuses on understanding and developing healthy emotional regulation strategies to improve well-being.

Detailed description

Computer-based videogame. The program has a graphic adventure format, where the player controls an avatar who embarks on a train journey. Throughout this journey, the train will make five different stops where the player will learn about emotional regulation through activities or puzzles, readings and different interventions with the game's characters. At the first stop, the player will receive psychoeducation about emotional regulation and the most frequent adaptive and maladaptive regulation strategies. In the next three areas, exercises will be carried out to apply these strategies on variables such as self-esteem, self-care, stress, time management and social support. Finally, in the last area, the player will review the different contents learned. In addition to the train and the five stops or areas described, the game includes the area of the avatar's house and a final scenario that will vary depending on the player's answers throughout the adventure, in order to highlight the most important learning and conclude the game. Therefore, emoWELL consists of 8 areas in total. The intervention is carried out autonomously. In addition to the computer game, emoWELL is linked to a mobile application so that the user can practice, integrate and reinforce the knowledge learned in the remote game, being both platforms indispensable in the intervention.

Conditions

Interventions

TypeNameDescription
BEHAVIORALParticipation in a socio-emotional competence program through a technological platform (EMOWELL)(1) Participants who meet the inclusion criteria will be contacted. (2) Participants will answer the questionnaire battery (T1) (3) Participants will participate in the intervention by remotely playing the EMOWELL desktop serious game and the EMOWELL app. (4) They will answer the T2 questionnaires.

Timeline

Start date
2021-09-01
Primary completion
2024-08-31
Completion
2025-08-31
First posted
2023-09-22
Last updated
2025-06-13

Locations

1 site across 1 country: Spain

Source: ClinicalTrials.gov record NCT06049407. Inclusion in this directory is not an endorsement.