Can a video game teach emotional skills? new study says yes
NCT ID NCT06049407
First seen Jun 27, 2026 · Last updated Jun 27, 2026
Summary
This study tested a serious video game called emoWELL, designed to help young adults (ages 18-29) learn healthy emotional regulation strategies. 385 participants played the game and researchers measured changes in emotional control, self-esteem, and well-being using questionnaires. The goal was to see if a fun, interactive tool could improve mental health skills in everyday life.
This is an AI summary of the original study and may miss details. Read our disclaimer.
Get updates
Get notified about this study
Sign up to get updates when this study changes or when new studies for EMOTION REGULATION are added.
By submitting, you agree to our Terms of use
Conditions
The condition(s) this trial relates to.
As listed by the trial registrant
The condition terms exactly as the trial's registrant entered them.
Contacts and locations
Locations
-
Spain
Valencia, Valencian Comunity, 46020, Spain
More trials for these conditions
Other studies related to the condition(s) this trial covers.
- Do Toddlers' coping habits predict teen emotional health?
- Can a unified therapy tame both addiction and emotional disorders?
- Teaching nurses to tame emotions: a trial aims to ease compassion fatigue
- Friendship as a buffer: brain scans reveal how social support may boost emotion regulation in teens
- Can online training help brain injury patients regain emotional control?
- Online course aims to boost mental health for teens leaving foster care