- Universitat de València (50%)
- Universitat Politècnica de València (50%)
- Montoya Castilla, Inmaculada
- PDI-Catedratic/a d'Universitat
- Perez Marin, Antonia
- PDI-Titular d'Universitat
- Monaco Geronimo, Estefania Melina
- PDI-Ajudant Doctor/A
- Valero Moreno, Selene
- PDI-Prof. Permanent Laboral Ppl
- Schoeps -, Konstanze
- PDI-Prof. Permanent Laboral Ppl
- Coordinador/a Curs
- Sanchez Sanchez, Hugo Andres
- PI-Contractat/Da Predoc.Santiago Grisolia
- Saray Velert Jiménez
- Silvia Postigo Zegarra
- José Antonio Gil Gómez
- Hermenegildo Gil Gómez
In the past, addressing problems related to emotional regulation in late adolescents and emerging adults has been focused primarily on traditional psychological interventions. These therapies are often delivered in clinical environments by mental health professionals, and although they are effective, in many cases, individuals may have difficulty accessing these traditional therapies due to barriers such as time availability, geographical accessibility or the stigma associated with seeking psychological help.
The methodology and software of the "emoWELL" technology platform arises to address the need to develop social-emotional competencies in late adolescents and emerging adults, with the aim of strengthening their subjective and psychological well-being. These are stages of life where people face numerous emotional and adaptive challenges and having adequate emotional regulation skills is crucial to face these challenges in a healthy way.
The "emoWELL" technology provides an innovative solution by integrating artificial intelligence with momentary psychological assessment and intervention on an accessible technology platform, through hands-on training and remote monitoring of users. By offering a computer game and a mobile application, the technology allows users to participate in an autonomous and dynamic intervention programme, which adapts to their individual needs and provides them with practical tools to improve their emotional regulation.
The "emoWell" software is an educational game designed to inform and train users in emotional skills and competencies in a dynamic way. Its focus is on understanding and developing healthy emotional regulation strategies to improve well-being.
This graphic adventure game takes place in a train journey format with different stops. The player controls an avatar who starts the journey, where he or she will encounter various stops with activities, readings and interventions with game characters, all designed to train emotional regulation and strategies in areas of life such as self-esteem, self-care, stress management, reflection, time management and social support. It also contains a final scenario that will vary according to the player's responses throughout the game, highlighting the most important learnings gained by the user.
Based on the main features of "emoWELL", there are several potential applications in various sectors or services:
- Public institutions, associations and foundations related to the mental health and welfare system in late adolescents and emerging adults, both in clinical environments and in preventive and intervention programmes (education centres and specialized general or municipal social services, of the autonomous communities.
- Human resources companies, occupational health companies, educational technology companies. Telemedicine.
- Professionals dedicated to individual or family therapy, for the establishment of therapeutic intervention plans.
The use of the "emoWELL" platform offers several advantages:
- Autonomous and dynamic psychological intervention. It allows the user to manage stress, anxiety and other emotional difficulties more effectively.
- Accessibility. Allows users to access the intervention from anywhere and at any time via a computer or mobile application. Eliminates the geographical and time barriers associated with traditional therapies.
- Autonomy and personalization. Users can progress at their own pace and receive intervention tailored to their individual needs, thanks to the use of artificial intelligence to personalize the experience. The playful and practical approach of "emoWELL", through its graphic adventure game, facilitates learning and practical application of emotional regulation skills in real-life situations.
- Stigma reduction. As a playful and psycho-educational technology platform, "emoWELL" helps to reduce the stigma associated with seeking psychological help, especially among adolescents and young adults who may be reluctant to seek traditional therapy.
- Efficiency and cost-effectiveness. It addresses preventive psychoeducation, more efficient in terms of time and resources for both users and providers of psychological care, with the capacity to reach a larger number of people.
- Patent applied
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