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严肃游戏促进社会情感学习和心理健康():一项随机对照试验的研究方案。

Serious game to promote socioemotional learning and mental health (): a study protocol for randomised controlled trial.

机构信息

Personalidad, Evaluación y Tratamientos Psicológicos, Facultad de Psicología y Logopedia, Universitat de València, Valencia, Spain.

Departamento de Psicología, Facultad de Ciencias de la Salud, Universidad Europea de Valencia, Valencia, Spain.

出版信息

BMJ Open. 2021 Dec 31;11(12):e052491. doi: 10.1136/bmjopen-2021-052491.

DOI:10.1136/bmjopen-2021-052491
PMID:34972764
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8720981/
Abstract

INTRODUCTION

The development of emotional competences may be a protective factor for mental health problems, promoting well-being at such a complex age as adolescence. Technologies may be used to carry out this empowerment because adolescents are attracted to them. The purpose of the study is to design a serious game based on the Mayer 's emotional intelligence ability model and analyse the effectiveness of the programme to develop emotional competences, well-being, mental health, and personal strengths immediately after completion and at 12 months.

METHODS AND ANALYSIS

The new version of will be designed following the suggestions of the adolescents who participated in the pilot study and the results obtained from the statistical analysis. The participants will be 385 adolescents aged 11-16 years who will be randomly assigned to the control group and the experimental group. The experimental group will complete the programme. The primary outcomes include emotional competences and subjective well-being. The secondary outcomes are self-esteem; general self-efficacy; personality; social and personal responsibility; school social climate; somatic complaints; depression, anxiety and stress symptoms; emotional and behavioural difficulties; suicidal behaviour; and subjective happiness. Data will be collected at three moments: baseline (T1), immediately post-intervention (T2) and 12-month follow-up (T3). The effectiveness of the programme will be analysed using different statistical packages.

ETHICS AND DISSEMINATION

The study has been approved by the Ethics Commission of the University of Valencia (H152865096049), and the standards of the Declaration of Helsinki to collect the data will be followed. Results will be disseminated across the scientific community.

TRIAL REGISTRATION NUMBER

ClinicalTrials.gov Registry (NCT04414449).

TRIAL SPONSOR

University of Valencia. Principal investigator: Inmaculada Montoya-Castilla.

摘要

简介

情绪能力的发展可能是心理健康问题的保护因素,在青少年这样复杂的年龄阶段促进幸福感。技术可以被用来进行这种赋权,因为青少年被它们吸引。本研究的目的是设计一个基于 Mayer 情绪智力能力模型的严肃游戏,并分析该方案在完成后和 12 个月后立即发展情绪能力、幸福感、心理健康和个人优势的效果。

方法和分析

将根据参与试点研究的青少年的建议和统计分析结果来设计新版本。参与者将是 385 名年龄在 11-16 岁之间的青少年,他们将被随机分配到对照组和实验组。实验组将完成该方案。主要结果包括情绪能力和主观幸福感。次要结果是自尊、一般自我效能感、人格、社会和个人责任感、学校社会氛围、躯体抱怨、抑郁、焦虑和压力症状、情绪和行为困难、自杀行为和主观幸福感。数据将在三个时间点收集:基线(T1)、干预后即刻(T2)和 12 个月随访(T3)。将使用不同的统计软件包分析方案的效果。

伦理和传播

该研究已获得瓦伦西亚大学伦理委员会的批准(H152865096049),并将遵循《赫尔辛基宣言》收集数据的标准。结果将在科学界广泛传播。

试验注册编号

ClinicalTrials.gov 注册表(NCT04414449)。

试验赞助商

瓦伦西亚大学。主要研究者:Inmaculada Montoya-Castilla。

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Effectiveness of the REThink therapeutic online video game in promoting mental health in children and adolescents.REThink治疗性在线视频游戏在促进儿童和青少年心理健康方面的有效性。
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EmoTIC: Impact of a game-based social-emotional programme on adolescents.EmoTIC:基于游戏的社交情感项目对青少年的影响。
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