ArticlePloS one2021
EmoTIC: Impact of a game-based social-emotional programme on adolescents.
Article in PloS one, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04414449 (ICT-enabled Social-emotional Learning), which is not on this map. Cited by 9 papers, 3 of them syntheses that pooled it.
What it found
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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.
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.
ICT-enabled Social-emotional Learning: Development of Responsibility and Well-being in the Educational Environment
Who cites it
9 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- Promoting social and emotional learning in K-12 students through digital-based interventions: a systematic review and meta-analysis.BMC psychology · 2026Pooled it
- Game Design, Effectiveness, and Implementation of Serious Games Promoting Aspects of Mental Health Literacy Among Children and Adolescents: Systematic Review.JMIR mental health · 2025Pooled it
- Interventions with Digital Tools for Mental Health Promotion among 11-18 Year Olds: A Systematic Review and Meta-Analysis.Journal of youth and adolescence · 2023Pooled it
- Game-Based Social-Emotional Learning for Youth: School-Based Qualitative Analysis ofJMIR formative research · 2025Trial
- Benefits of RENEW: A Faith-Infused, Game-Based Social-Emotional Intervention: Evidence from a Pilot Cluster Randomized Crossover Trial on Primary School Children in Taiwan.Journal of religion and health · 2025Trial
- Emotional intelligence as a mediator in the relationship between academic performance and burnout in high school students.PloS one · 2021Trial
- Neuropsychological Mechanisms Associated with the Effectiveness of AI-Delivered Health Promotion Programs: A Comprehensive Meta-Analysis.Brain sciences · 2026Review
- Game-Based Digital Interventions for Enhancing Positive Development and Addressing Substance Use in Adolescents: A Systematic Review.Children (Basel, Switzerland) · 2024Review
- Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
introductionTechnologies provide a brilliant opportunity to promote social-emotional competences, well-being and adjustment in adolescence. Game-based programmes and serious games are digital tools that pursue an educational goal in an attractive environment for adolescents. The purpose of this study was therefore to determine the effectiveness of emoTIC, a game-based social-emotional programme designed according to Mayer, Caruso, and Salovey's model of emotional intelligence. MATERIALS AND
methodsThe participants were 119 adolescents between 11 and 15 years, randomly assigned to the experimental group and the control group. The adolescents completed questionnaires to assess their emotional intelligence, self-esteem, affect balance, difficulties, prosocial behaviour, depression, anxiety and stress.
resultsThe MANCOVA results showed that adolescents who completed the game-based programme had improved self-esteem, affect balance, emotional symptoms, behavioural problems, and hyperactivity (Wilks' λ = .77; F = 2.10; p = .035). Hierarchical multiple regression indicated that adolescents in the experimental group had a greater change in self-esteem and affect balance (positive β), while their emotional problems and hyperactivity decreased (negative β). Anxiety moderated the influence of the intervention on self-esteem (b = .04; t = -2.55; p ≤ .05; LLCI = -0.43, ULCI = -0.05). Adolescents with low or medium anxiety improved their self-esteem with the intervention, while those with high anxiety did not develop it.
conclusionsThe use of technology in social-emotional programmes could be the first step in increasing adolescents' interest in emotions and emoTIC could be considered a useful programme which influences their personal, emotional and social factors.
trial registrationClinical Trial identifier: NCT04414449.
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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 OpenQuestion graph.