[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100609281":3},{"organization":4,"armGroups":7,"interventions":14,"overallOfficials":21,"centralContacts":26,"locations":32,"responsibleParty":55,"collaborators":58,"id":61,"slug":62,"hasResults":63,"nctId":64,"briefTitle":65,"officialTitle":66,"acronym":20,"eligibilityCriteria":67,"healthyVolunteers":68,"sex":69,"minAge":70,"maxAge":71,"enrollmentInfo":72,"targetDuration":20,"studyType":75,"phases":76,"briefSummary":78,"conditions":79,"keywords":85,"overallStatus":35,"whyStopped":20,"lastUpdateSubmitDate":95,"lastUpdatePostDateStruct":96,"startDateStruct":99,"completionDateStruct":101,"leadSponsor":103,"locationsCount":104},{"fullName":5,"class":6},"University of Valencia","OTHER",[8],{"label":9,"type":10,"description":11,"interventionNames":12},"Experimental group","EXPERIMENTAL","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\u002Ftreatment 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.",[13],"Behavioral: EmoTIChealth",[15],{"type":16,"name":17,"description":18,"armGroupLabels":19,"otherNames":20},"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.",[9],null,[22],{"name":23,"affiliation":24,"role":25},"Marián Pérez-Marín, PHD","Universitat de Valencia","PRINCIPAL_INVESTIGATOR",[27],{"name":23,"role":28,"phone":29,"phoneExt":30,"email":31},"CONTACT","0034 9639","83392","marian.perez@uv.es",[33],{"facility":34,"status":35,"city":36,"state":36,"zip":37,"country":38,"countryCode":39,"cosmosGeoPoint":40,"geoPoint":45,"contacts":46},"Facultat de Psicología","RECRUITING","Valencia","46010","Spain","ES",{"type":41,"coordinates":42},"Point",[43,44],-0.37966,39.47391,{"lat":44,"lon":43},[47,48,51,53],{"name":23,"role":28,"phone":29,"phoneExt":30,"email":31},{"name":49,"role":50,"phone":20,"phoneExt":20,"email":20},"Selene Valero-Moreno, PHD","SUB_INVESTIGATOR",{"name":52,"role":50,"phone":20,"phoneExt":20,"email":20},"Javier Martín-Ávila, MsC",{"name":54,"role":50,"phone":20,"phoneExt":20,"email":20},"Esther Rodríguez-Jiménez, MsC",{"type":25,"investigatorFullName":56,"investigatorTitle":57,"investigatorAffiliation":5,"oldNameTitle":20,"oldOrganization":20},"M. Antonia Pérez-Marín","Associate Professor",[59],{"name":60,"class":6},"Universitat Politècnica de València","100609281","emotichealth-promoting-adolescent-health-through-a-serious-game-100609281",false,"NCT07212530","EmoTIChealth: Promoting Adolescent Health Through a Serious Game.","\"Promoting Health in Adolescents With and Without Chronic Diseases Through Emotional Development: Design and Implementation of a Serious Game Technology Platform (EmoTIChealth)\"","Inclusion Criteria:\n\n* Informed consent by parents\u002Fguardians and participants.\n* Aged between 12 and 16 years old\n\nExclusion Criteria:\n\n* No access to internet or new technologies\n* Not a Spanish speaker.",true,"ALL","12 Years","16 Years",{"count":73,"type":74},600,"ESTIMATED","INTERVENTIONAL",[77],"NA","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.\n\nThe 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.",[80,81,82,83,84],"Type 1 Diabetes","Asthma","Allergic Rhinitis","Food Allergy","Adolescent Development",[80,81,82,86,87,88,89,90,91,92,93,94],"Food allergy","Serious Game","Technology platform","Psychological intervention","Adolescence","Quality of life","chronic organic illnesses","Socioemotional Education","Health Promotion","2026-05-12",{"date":97,"type":98},"2026-05-13","ACTUAL",{"date":100,"type":98},"2025-12-01",{"date":102,"type":74},"2027-08-30",{"name":5,"class":6},1]