Plain-English translation of NCT06236919 on ClinicalTrials.gov ↗ · Source last updated · Translation generated · How we translate trials
This study doesn't follow the usual testing phases — it may be an observational study or a different type of research.
This trial is testing whether a virtual reality program called E-Emotio can help children and teenagers learn better emotional skills through interactive games. The program focuses on building abilities like thinking flexibly, planning ahead, and managing stressful feelings. Researchers believe that practicing these skills in an immersive, game-like virtual environment might help prevent anxiety and depression in young people.
Many children and teens struggle with anxiety and depression, but preventing these problems early is difficult. This study explores whether virtual reality—which is engaging and feels very realistic—might be a better way to teach emotional management skills than traditional methods.
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You will be randomly placed into one of two groups. The experimental group will play six specially designed virtual reality games twice a week for 30 minutes each session, over five weeks—these games target skills like flexible thinking, memory, and emotional problem-solving. The control group will also use virtual reality twice a week for 30 minutes, but will experience calming nature scenes and relaxation exercises instead. Throughout the study, you'll complete questionnaires and assessments to measure changes in how you manage emotions and any changes in anxiety or depression symptoms.
AI-generated summary from trial data · Jun 23, 2026 · Not medical advice
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