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A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training

Emotional dysregulation leading to clinically significant anger and aggression is a common and substantial concern for youth and their families. While psychotropic medications and cognitive behavioral therapies can be effective, these modalities suffer from drawbacks such as significant side effects...

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Autores principales: Ducharme, Peter, Kahn, Jason, Vaudreuil, Carrie, Gusman, Michaela, Waber, Deborah, Ross, Abigail, Rotenberg, Alexander, Rober, Ashley, Kimball, Kara, Peechatka, Alyssa L., Gonzalez-Heydrich, Joseph
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8440816/
https://www.ncbi.nlm.nih.gov/pubmed/34539455
http://dx.doi.org/10.3389/fpsyt.2021.591906
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author Ducharme, Peter
Kahn, Jason
Vaudreuil, Carrie
Gusman, Michaela
Waber, Deborah
Ross, Abigail
Rotenberg, Alexander
Rober, Ashley
Kimball, Kara
Peechatka, Alyssa L.
Gonzalez-Heydrich, Joseph
author_facet Ducharme, Peter
Kahn, Jason
Vaudreuil, Carrie
Gusman, Michaela
Waber, Deborah
Ross, Abigail
Rotenberg, Alexander
Rober, Ashley
Kimball, Kara
Peechatka, Alyssa L.
Gonzalez-Heydrich, Joseph
author_sort Ducharme, Peter
collection PubMed
description Emotional dysregulation leading to clinically significant anger and aggression is a common and substantial concern for youth and their families. While psychotropic medications and cognitive behavioral therapies can be effective, these modalities suffer from drawbacks such as significant side effects, high rates of attrition, and lack of real-world skill translation. Regulate and Gain Emotional Control (RAGE-Control) is a video game designed as an engaging augment to existing treatments. The game facilitates emotional regulation skill building through practice modulating physiological arousal while completing a challenging inhibitory task. We compared reduction in anger, aggression, oppositionality, and global severity between two treatment conditions: Anger Control Training (ACT) augmented with RAGE-Control and ACT with a sham version of the game, in a pilot double-blind randomized controlled trial. To begin to understand mechanisms of change, we examined heart rate during game play over the course of the study and explored associations between symptom changes and heart rate changes. Materials and Methods: Forty youth with clinically significant anger dyscontrol (age 10–17) were randomly assigned to 10 sessions of ACT with RAGE-Control or ACT with sham video game. Results: Both treatments similarly reduced self-reported anger. However, ACT with RAGE-Control led to larger improvements in aggression (CI: −17 to −1.0, ES: 0.55, p = 0.015); oppositionality (CI: −9.0 to −7e-6, ES: 0.48, p = 0.032); and global severity (CI: −1.0 to −5e-6, ES: 0.51, p = 0.023) relative to sham. Participants in the RAGE-Control group saw a decrease in median heart rate during game play (β = 1.2, p < 0.001). Larger pre to post decreases in heart rate were significantly associated with larger pre to post decreases in aggression and oppositional behaviors. Discussion: Augmenting ACT with RAGE-Control reduced behavioral expression of anger, but not the experience of angry feelings, as compared to ACT with a sham version of the game. Increased heart rate control, demonstrated by reduction in median heart rate during gameplay, was associated with decreased aggression and oppositional behavior. Together these findings support that augmenting traditional treatment with technology facilitating heart rate control through skill practice translates to enhancements in real-life behavioral change. Therefore, further exploration into engaging skill-focused games such as RAGE-Control is warranted. Clinical Trial Registration:ClinicalTrials.gov, identifier: NCT01551732.
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spelling pubmed-84408162021-09-16 A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training Ducharme, Peter Kahn, Jason Vaudreuil, Carrie Gusman, Michaela Waber, Deborah Ross, Abigail Rotenberg, Alexander Rober, Ashley Kimball, Kara Peechatka, Alyssa L. Gonzalez-Heydrich, Joseph Front Psychiatry Psychiatry Emotional dysregulation leading to clinically significant anger and aggression is a common and substantial concern for youth and their families. While psychotropic medications and cognitive behavioral therapies can be effective, these modalities suffer from drawbacks such as significant side effects, high rates of attrition, and lack of real-world skill translation. Regulate and Gain Emotional Control (RAGE-Control) is a video game designed as an engaging augment to existing treatments. The game facilitates emotional regulation skill building through practice modulating physiological arousal while completing a challenging inhibitory task. We compared reduction in anger, aggression, oppositionality, and global severity between two treatment conditions: Anger Control Training (ACT) augmented with RAGE-Control and ACT with a sham version of the game, in a pilot double-blind randomized controlled trial. To begin to understand mechanisms of change, we examined heart rate during game play over the course of the study and explored associations between symptom changes and heart rate changes. Materials and Methods: Forty youth with clinically significant anger dyscontrol (age 10–17) were randomly assigned to 10 sessions of ACT with RAGE-Control or ACT with sham video game. Results: Both treatments similarly reduced self-reported anger. However, ACT with RAGE-Control led to larger improvements in aggression (CI: −17 to −1.0, ES: 0.55, p = 0.015); oppositionality (CI: −9.0 to −7e-6, ES: 0.48, p = 0.032); and global severity (CI: −1.0 to −5e-6, ES: 0.51, p = 0.023) relative to sham. Participants in the RAGE-Control group saw a decrease in median heart rate during game play (β = 1.2, p < 0.001). Larger pre to post decreases in heart rate were significantly associated with larger pre to post decreases in aggression and oppositional behaviors. Discussion: Augmenting ACT with RAGE-Control reduced behavioral expression of anger, but not the experience of angry feelings, as compared to ACT with a sham version of the game. Increased heart rate control, demonstrated by reduction in median heart rate during gameplay, was associated with decreased aggression and oppositional behavior. Together these findings support that augmenting traditional treatment with technology facilitating heart rate control through skill practice translates to enhancements in real-life behavioral change. Therefore, further exploration into engaging skill-focused games such as RAGE-Control is warranted. Clinical Trial Registration:ClinicalTrials.gov, identifier: NCT01551732. Frontiers Media S.A. 2021-09-01 /pmc/articles/PMC8440816/ /pubmed/34539455 http://dx.doi.org/10.3389/fpsyt.2021.591906 Text en Copyright © 2021 Ducharme, Kahn, Vaudreuil, Gusman, Waber, Ross, Rotenberg, Rober, Kimball, Peechatka and Gonzalez-Heydrich. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychiatry
Ducharme, Peter
Kahn, Jason
Vaudreuil, Carrie
Gusman, Michaela
Waber, Deborah
Ross, Abigail
Rotenberg, Alexander
Rober, Ashley
Kimball, Kara
Peechatka, Alyssa L.
Gonzalez-Heydrich, Joseph
A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training
title A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training
title_full A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training
title_fullStr A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training
title_full_unstemmed A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training
title_short A “Proof of Concept” Randomized Controlled Trial of a Video Game Requiring Emotional Regulation to Augment Anger Control Training
title_sort “proof of concept” randomized controlled trial of a video game requiring emotional regulation to augment anger control training
topic Psychiatry
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8440816/
https://www.ncbi.nlm.nih.gov/pubmed/34539455
http://dx.doi.org/10.3389/fpsyt.2021.591906
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