E-Emotio Project A Gamified Preventive School-based Paradigm Using Virtual Reality Technologies for Improving Emotional Regulation in Children and Adolescents.

NARecruitingINTERVENTIONAL
Enrollment

160

Participants

Timeline

Start Date

February 1, 2024

Primary Completion Date

December 30, 2025

Study Completion Date

April 25, 2026

Conditions
Emotional RegulationVirtual RealityAnxietyDepressionExecutive Function
Interventions
BEHAVIORAL

VR cognitive training

The VR cognitive training group will engage in a subset of six games designed to target specific cognitive functions one game will target cognitive flexibility, requiring participants to switch between different tasks and problem-solving strategies quickly. Another game will focus on planning, asking participants to make a series of decisions to achieve a particular goal. Additionally, the Enhance VR group will also engage in games that target reappraisal strategies, working memory, divided and sustained attention, impulsivity, and processing speed.

BEHAVIORAL

VR nature exposure relaxation

The control group will be immersed in ten different nature-based VR environments (e.g., forests, lakes, beaches, etc.), where they will tailor its content and perform relaxation exercises (deep breathing techniques).

Trial Locations (1)

Unknown

RECRUITING

UIC Barcelona International University of Catalonia, Barcelona

All Listed Sponsors
lead

Universitat Internacional de Catalunya

OTHER