Viewing Study NCT06331429



Ignite Creation Date: 2024-05-06 @ 8:19 PM
Last Modification Date: 2024-10-26 @ 3:25 PM
Study NCT ID: NCT06331429
Status: NOT_YET_RECRUITING
Last Update Posted: 2024-03-28
First Post: 2024-03-19

Brief Title: Emoticare Serious Game for the Adaptation to the Disease of Adolescents With Type 1 Diabetes Mellitus
Sponsor: University of Valencia
Organization: University of Valencia

Study Overview

Official Title: Smart Technology Platform for Socio-emotional Development and Health Promotion Implementation and Validation of a Serious Game in Adolescentes With DM1
Status: NOT_YET_RECRUITING
Status Verified Date: 2024-03
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: False
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: None
Brief Summary: The intervention program targets adolescents with chronic Type 1 Diabetes Mellitus Given the critical developmental stage and life transitions necessitating robust personal resources psychological support becomes imperative To foster socioemotional skills and overall well-being particularly crucial for averting future emotional issues and promoting a healthier more fulfilling life this support is especially vital for those dealing with chronic illnesses Such conditions pose a risk for psychological problems potentially complicating treatment and prognosis Presently digital and technological platforms are integrating psychological interventions for patients with chronic diseases showcasing an innovative approach to address psychological challenges

The platform integrates new technologies for assessment and intervention Ecological Momentary Assessment enables real-time evaluation with data transferred to the technological platform Artificial intelligence personalizes interventions based on participants socio-demographic characteristics and assessment results Ecological Momentary Intervention is employed for in-context treatments in participants daily lives and natural environments A serious game method proven effective in various interventions is used to engage adolescents and young people intrinsically The game encompasses six main areas aligning with theoretical models facilitating the development of socio-emotional competencies and promoting physical and psychological health It addresses different aspects of psychological and subjective well-being reinforcing resources needed to navigate vital changes in these developmental stages especially when living with a chronic illness
Detailed Description: None

Study Oversight

Has Oversight DMC: None
Is a FDA Regulated Drug?: False
Is a FDA Regulated Device?: False
Is an Unapproved Device?: None
Is a PPSD?: None
Is a US Export?: None
Is an FDA AA801 Violation?: None