Evidence map›Paper›PMID 40549745›Full record

ArticlePloS one2025

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.

Javier Martín-Ávila, Esther Rodríguez-Jiménez, Selene Valero-Moreno, José-Antonio Gil-Gómez, Inmaculada Montoya-Castilla, Marián Pérez-Marín

Abstract readClinical Trial Protocol
In one paragraph

Article in PloS one, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

3 citing papers in PubMed.

  1. Trial
  2. Article
  3. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Javier Martín-ÁvilaDepartamento de Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.
Esther Rodríguez-JiménezDepartamento de Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.
Selene Valero-MorenoDepartamento de Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.ORCID 0000-0002-5228-2738
José-Antonio Gil-GómezInstituto Universitario de Investigación en Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain.ORCID 0000-0001-9954-2480
Inmaculada Montoya-CastillaDepartamento de Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.
Marián Pérez-MarínDepartamento de Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.ORCID 0000-0003-3532-8818

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDuring 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.

aimThis 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.

methodTest 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

conclusionsThe 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.

Indexed as

Diabetes Mellitus, Type 1EmotionsHealth PromotionVideo GamesAdolescentArtificial IntelligenceChildFemaleHumansMaleQuality of LifeRandomized Controlled Trials as TopicSpain

Identifiers

PMID40549745
PMCPMC12184894

What Socratic holds

Textmetadata
LicenceCC BY
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.