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.
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Study facts
What this study's own registry entry says, in plain language.
- Phase
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Not a phased trial
Phase numbers describe drug development. The registry uses this when they do not apply, as it does for trials of devices, procedures or behaviour changes, and for observational studies.
- Participants
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385 people
The number who actually took part.
- Started
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Sep 2021
- Finished
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Aug 2025
- Lead sponsor
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Other sponsor
The registry's catch-all category, for sponsors it does not file as a company, a government agency, or a research network.
Who can take part
This study's own entry requirements. Only the study team can say for certain whether you qualify.
- Ages
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18 to 29 years
- Sex
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Anyone
- Healthy volunteers
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Accepted
You do not need to have the condition being studied to take part.
Show the full entry requirements Hide the full entry requirements
Copied word for word from the study's registry entry, so the wording is the study team's rather than ours.
Inclusion Criteria: * To have signed the informed consent (or their legal tutors). * Being between 18 and 29 years old. Exclusion Criteria: * Inability to understand the activities or the language used.
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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
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Spain
Valencia, Valencian Comunity, 46020, Spain
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Other studies related to the condition(s) this trial covers.
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