Can a video game boost emotional health in teens with chronic diseases?
NCT ID NCT07212530
First seen Nov 01, 2025 · Last updated Apr 24, 2026 · Updated 26 times
Summary
This study will test a serious video game designed to improve emotional well-being in adolescents aged 12 to 16, both with and without chronic conditions like type 1 diabetes, asthma, and food allergies. The game uses artificial intelligence to personalize activities and feedback, aiming to build coping skills and resilience. Researchers will measure changes in quality of life, emotional problems, and social skills over about 8 weeks.
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Summaries may miss details or leave out important information. Before applying or accepting participation, make sure you have read and understood the full study. Curemydisease.com takes no responsibility whatsoever for anything missed, misunderstood, or acted upon as a result of our summary — we know it does not capture everything.
This is a summary of the original study . Summaries may miss details or leave out important information. Before applying or accepting participation, make sure you have read and understood the full study. Curemydisease.com takes no responsibility whatsoever for anything missed, misunderstood, or acted upon as a result of our summary — we know it does not capture everything.
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Locations
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Facultat de Psicología
Valencia, Valencia, 46010, Spain
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