Promoting Health in Adolescents with and without Chronic Disease Using a Serious Game (emoTIChealth): An Intervention and Evaluation Protocol

[EN] Introduction. Adolescence is a stage characterized by significant emotional, cognitive, and social changes. The presence of chronic physical illness during this period can increase the risk of psychological distress and negatively affect quality of life and the adoption of healthy habits. In th...

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Detalles Bibliográficos
Autores: Rodriguez-Jimenez, Esther, Martin-Avila, Javier, Valero-Moreno, Selene, Montoya-Castilla, Inmaculada, Perez-Marin, Marian, Gil-Gómez, José-Antonio|||0000-0001-9954-2480
Tipo de recurso: artículo
Fecha de publicación:2026
País:España
Institución:Universitat Politècnica de València (UPV)
Repositorio:RiuNet. Repositorio Institucional de la Universitat Politécnica de Valéncia
Idioma:español
OAI Identifier:oai:dnet:riunet______::324827ccb3748258f90595c24b355ef5
Acceso en línea:https://riunet.upv.es/handle/10251/235628
Access Level:acceso abierto
Palabra clave:Adolescente
Calidad de vida
Enfermedad crónica
Intervención psicológica
Serious games
Adolescent
Quality of life
Chronic illness
Psychological intervention
Descripción
Sumario:[EN] Introduction. Adolescence is a stage characterized by significant emotional, cognitive, and social changes. The presence of chronic physical illness during this period can increase the risk of psychological distress and negatively affect quality of life and the adoption of healthy habits. In this context, digital interventions based on serious games represent an innovative strategy for promoting health among adolescents. Objective: To describe the design and implementation protocol for emoTIChealth, a psychoeducational serious game aimed at adolescents aged 12-16, with and without chronic physical illnesses, designed to promote physical and emotional health, social-emotional skills, and healthy habits. Population and methods. A quasi-experimental, longitudinal, within-subject design with repeated measures at three time points. The intervention is structured around six areas: emotional awareness and regulation, cognitive coping, identity, social relationships and communication, and physical wellbeing. Psychological variables (such as health-related quality of life, self-concept, and resilience) will be assessed using validated instruments. Following the completion of emoTIChealth, we plan to evaluate pre- and post-intervention changes in indicators of health-related quality of life, socio-emotional skills, self-concept, resilience, and healthy habits, as well as a reduction in psychological symptoms. Conclusion. EmoTIChealth is an innovative digital intervention designed for educational and healthcare settings that holistically promotes adolescent health, regardless of whether the adolescent has a chronic illness or not, and its impact will be evaluated in a longitudinal quasi-experimental study currently in the implementation phase.