Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial

[EN] Background During adolescence, individuals face various challenges that require adequate psychosocial and emotional adjustment. Additionally, the presence of a chronic illness during this stage, such as Type 1 Diabetes Mellitus (T1DM), introduces additional medical and psychological needs, whic...

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Autores: Martín-Ávila, Javier, Rodríguez-Jiménez, Esther, Valero-Moreno, Selene, Montoya-Castilla, Inmaculada, Pérez-Marín, Marián, Gil-Gómez, José-Antonio|||0000-0001-9954-2480
Tipo de recurso: artículo
Fecha de publicación:2025
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:inglés
OAI Identifier:oai:riunet.upv.es:10251/230480
Acceso en línea:https://riunet.upv.es/handle/10251/230480
Access Level:acceso abierto
Palabra clave:Emotions
Serious Games
Diabetes mellitus
Adolescents
Mental health and psychiatry
Quality of life
Psychometrics
Clinical psychology
Social communication
03.- Garantizar una vida saludable y promover el bienestar para todos y todas en todas las edades
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dc.title.none.fl_str_mv Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
title Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
spellingShingle Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
Martín-Ávila, Javier
Emotions
Serious Games
Diabetes mellitus
Adolescents
Mental health and psychiatry
Quality of life
Psychometrics
Clinical psychology
Social communication
03.- Garantizar una vida saludable y promover el bienestar para todos y todas en todas las edades
title_short Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
title_full Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
title_fullStr Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
title_full_unstemmed Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
title_sort Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trial
dc.creator.none.fl_str_mv Martín-Ávila, Javier
Rodríguez-Jiménez, Esther
Valero-Moreno, Selene
Montoya-Castilla, Inmaculada
Pérez-Marín, Marián
Gil-Gómez, José-Antonio|||0000-0001-9954-2480
author Martín-Ávila, Javier
author_facet Martín-Ávila, Javier
Rodríguez-Jiménez, Esther
Valero-Moreno, Selene
Montoya-Castilla, Inmaculada
Pérez-Marín, Marián
Gil-Gómez, José-Antonio|||0000-0001-9954-2480
author_role author
author2 Rodríguez-Jiménez, Esther
Valero-Moreno, Selene
Montoya-Castilla, Inmaculada
Pérez-Marín, Marián
Gil-Gómez, José-Antonio|||0000-0001-9954-2480
author2_role author
author
author
author
author
dc.contributor.none.fl_str_mv Departamento de Sistemas Informáticos y Computación
Instituto Universitario de Automática e Informática Industrial
Escuela Técnica Superior de Ingeniería Industrial
European Commission
AGENCIA ESTATAL DE INVESTIGACION
Agencia Estatal de Investigación
Repositorio Institucional de la Universitat Politècnica de València Riunet
dc.subject.none.fl_str_mv Emotions
Serious Games
Diabetes mellitus
Adolescents
Mental health and psychiatry
Quality of life
Psychometrics
Clinical psychology
Social communication
03.- Garantizar una vida saludable y promover el bienestar para todos y todas en todas las edades
topic Emotions
Serious Games
Diabetes mellitus
Adolescents
Mental health and psychiatry
Quality of life
Psychometrics
Clinical psychology
Social communication
03.- Garantizar una vida saludable y promover el bienestar para todos y todas en todas las edades
description [EN] Background During adolescence, individuals face various challenges that require adequate psychosocial and emotional adjustment. Additionally, the presence of a chronic illness during this stage, such as Type 1 Diabetes Mellitus (T1DM), introduces additional medical and psychological needs, which can increase vulnerability. In this context, serious games emerge as a promising tool to address educational and psychoemotional aspects while maintaining the motivation and playability typical of a video game. Currently, no technological tool simultaneously addresses both the educational and psycho-emotional needs of adolescents with T1DM.Aim This study aims to design and validate a psychological intervention program using a technological platform that incorporates artificial intelligence. Through the serious game emoTICare, the goal is to promote physical and emotional health in adolescents with T1DM by enhancing the development of socio-emotional skills.Method Test this tool, adolescents with T1DM will be recruited through diabetes associations across Spain. The participants, 372 adolescents aged between 12 and 16, will be randomly assigned to either a control or an experimental group. The experimental group will complete the emoTICare program. Over six weeks, participants will engage in psychoeducational activities using the tools provided by the serious game. Data Will be collected at three points: baseline (T1) and after six weeks (T2) (for the control group, T2 will be at the same time as the experimental group's post-intervention), and aT3 (after six months of T2). The program's effectiveness will be analyzed using various statistical packages.Results and conclusions The study hypothesizes that adolescents will maintain or improve their physical and emotional health indicators following the emoTICare program. Specifically, statistically significant improvements (p <= .05) are expected in the following variables: health-related quality of life, social skills and communication, emotional awareness, resilience, self-esteem, and coping and problem-solving abilities. Additionally, a statistically significant reduction (p <= .05) is anticipated in variables related to the perceived threat of the disease, as well as emotional and behavioral problems. The experimental group is expected to present improvements in all these areas when comparing pre- and posttreatment evaluations, and also in comparison to the control group on the waiting list.
publishDate 2025
dc.date.none.fl_str_mv 2025
2025-01-01
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
VoR
http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://riunet.upv.es/handle/10251/230480
url https://riunet.upv.es/handle/10251/230480
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.relation.none.fl_str_mv Agencia Estatal de Investigación http://dx.doi.org/10.13039/501100011033 Plan Estatal de Investigación Científica, Técnica y de Innovación 2021-2023 TED2021-131070B-C22 PLATAFORMA TECNOLOGICA INTELIGENTE PARA DESARROLLO SOCIOEMOCIONAL Y PROMOCION DE LA SALUD: DISEÑO Y DESARROLLO DE UN SERIOUS GAME EN ADOLESCENTES CON DIABETES MELLITUS TIPO 1
Agencia Estatal de Investigación http://dx.doi.org/10.13039/501100011033 Plan Estatal de Investigación Científica, Técnica y de Innovación 2021-2023 TED2021-131070B-C21
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Reconocimiento (by)
http://creativecommons.org/licenses/by/4.0/
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Reconocimiento (by)
http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Public Library of Science
publisher.none.fl_str_mv Public Library of Science
dc.source.none.fl_str_mv reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
instname:Universitat Politècnica de València (UPV)
instname_str Universitat Politècnica de València (UPV)
reponame_str RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
collection RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
repository.name.fl_str_mv
repository.mail.fl_str_mv
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spelling Intervention through an intelligent technological platform for socio-emotional development and health promotion in adolescents with Type 1 Diabetes Mellitus (emoTICare): A study protocol for randomized controlled trialMartín-Ávila, JavierRodríguez-Jiménez, EstherValero-Moreno, SeleneMontoya-Castilla, InmaculadaPérez-Marín, MariánGil-Gómez, José-Antonio|||0000-0001-9954-2480EmotionsSerious GamesDiabetes mellitusAdolescentsMental health and psychiatryQuality of lifePsychometricsClinical psychologySocial communication03.- Garantizar una vida saludable y promover el bienestar para todos y todas en todas las edades[EN] Background During adolescence, individuals face various challenges that require adequate psychosocial and emotional adjustment. Additionally, the presence of a chronic illness during this stage, such as Type 1 Diabetes Mellitus (T1DM), introduces additional medical and psychological needs, which can increase vulnerability. In this context, serious games emerge as a promising tool to address educational and psychoemotional aspects while maintaining the motivation and playability typical of a video game. Currently, no technological tool simultaneously addresses both the educational and psycho-emotional needs of adolescents with T1DM.Aim This study aims to design and validate a psychological intervention program using a technological platform that incorporates artificial intelligence. Through the serious game emoTICare, the goal is to promote physical and emotional health in adolescents with T1DM by enhancing the development of socio-emotional skills.Method Test this tool, adolescents with T1DM will be recruited through diabetes associations across Spain. The participants, 372 adolescents aged between 12 and 16, will be randomly assigned to either a control or an experimental group. The experimental group will complete the emoTICare program. Over six weeks, participants will engage in psychoeducational activities using the tools provided by the serious game. Data Will be collected at three points: baseline (T1) and after six weeks (T2) (for the control group, T2 will be at the same time as the experimental group's post-intervention), and aT3 (after six months of T2). The program's effectiveness will be analyzed using various statistical packages.Results and conclusions The study hypothesizes that adolescents will maintain or improve their physical and emotional health indicators following the emoTICare program. Specifically, statistically significant improvements (p <= .05) are expected in the following variables: health-related quality of life, social skills and communication, emotional awareness, resilience, self-esteem, and coping and problem-solving abilities. Additionally, a statistically significant reduction (p <= .05) is anticipated in variables related to the perceived threat of the disease, as well as emotional and behavioral problems. The experimental group is expected to present improvements in all these areas when comparing pre- and posttreatment evaluations, and also in comparison to the control group on the waiting list.Grant (TED2021-131070B-C21) funded by MICIU/AEI/10.13039/501100011033 and European Union NextGenerationEU/PRTR. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.Public Library of ScienceDepartamento de Sistemas Informáticos y ComputaciónInstituto Universitario de Automática e Informática IndustrialEscuela Técnica Superior de Ingeniería IndustrialEuropean CommissionAGENCIA ESTATAL DE INVESTIGACIONAgencia Estatal de InvestigaciónRepositorio Institucional de la Universitat Politècnica de València Riunet20252025-01-01journal articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttps://riunet.upv.es/handle/10251/230480reponame:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valénciainstname:Universitat Politècnica de València (UPV)InglésengAgencia Estatal de Investigación http://dx.doi.org/10.13039/501100011033 Plan Estatal de Investigación Científica, Técnica y de Innovación 2021-2023 TED2021-131070B-C22 PLATAFORMA TECNOLOGICA INTELIGENTE PARA DESARROLLO SOCIOEMOCIONAL Y PROMOCION DE LA SALUD: DISEÑO Y DESARROLLO DE UN SERIOUS GAME EN ADOLESCENTES CON DIABETES MELLITUS TIPO 1Agencia Estatal de Investigación http://dx.doi.org/10.13039/501100011033 Plan Estatal de Investigación Científica, Técnica y de Innovación 2021-2023 TED2021-131070B-C21open accesshttp://purl.org/coar/access_right/c_abf2Reconocimiento (by)http://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:riunet.upv.es:10251/2304802026-06-13T07:49:27Z
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