RAGE-Control: Teaching Emotional Self-regulation Through Videogame Play
1 other identifier
interventional
40
1 country
1
Brief Summary
The purpose of this study is to evaluate the use of Regulate and Gain Emotional Control (RAGE-Control), a biofeedback video game, in combination with brief instruction in relaxation skills as an intervention for symptoms of anger and aggression in children and adolescents. Half of the research participants will learn relaxation techniques and practice them using the RAGE-Control videogame. The other half of the participants will learn relaxation techniques and play a similar videogame without the biofeedback component. The investigators hypothesize that participants in the RAGE-Control group will show a greater reduction in symptoms of anger and aggression than those in the non-RAGE-Control group.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jun 2015
Longer than P75 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
June 1, 2015
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 1, 2017
CompletedFirst Submitted
Initial submission to the registry
June 28, 2017
CompletedFirst Posted
Study publicly available on registry
September 1, 2017
CompletedStudy Completion
Last participant's last visit for all outcomes
December 1, 2020
CompletedJuly 7, 2020
July 1, 2020
1.8 years
June 28, 2017
July 1, 2020
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Clinical Global Impressions Global Rating of Improvement (CGI-I)
Assesses improvement post treatment, with scores ranging from 1 (very much improved) to 7 (very much worse).
Up to 3 months post-intervention
Secondary Outcomes (9)
Clinical Global Impressions Severity of Illness (CGI-S)
Up to 3 months post intervention
State Trait Anger Expression Inventory for Children and Adolescents (STAXI-CA)
Baseline, 2 weeks post treatment, 3 months post treatment
Multidimensional Adolescent Satisfaction Scale (MASS)
2 weeks post treatment, 3 months post treatment
Modified Overt Aggression Scale (MOAS)
Baseline, 2 weeks post treatment, 3 months post treatment
Difficulties in Emotion Regulation Scale (DERS)
Baseline, 2 weeks post treatment, 3 months post treatment
- +4 more secondary outcomes
Study Arms (2)
RAGE-Control
EXPERIMENTALThere are 6 research intervention sessions, which will involve Relaxation training plus RAGE-Control. The first session includes a 30-minute lesson on the relationship between physiological arousal and anger, introduction to the RAGE-Control videogame and 15 minutes of videogame play. The next 5 sessions include a 10-minute check in about symptoms and functioning, a brief presentation of a relaxation skill, and 15 minutes of videogame play.
Sham videogame
SHAM COMPARATORThere are 6 research intervention sessions, which will involve Relaxation training plus Sham videogame. The first session includes a 30-minute lesson on the relationship between physiological arousal and anger, an introduction to the Sham videogame and 15 minutes of videogame play. The next 5 sessions include a 10-minute check in about symptoms and functioning, a brief presentation of a relaxation skill, and 15 minutes of videogame play.
Interventions
RAGE-Control is a biofeedback videogame in which players shoot at enemies while avoiding allies. The player's baseline heart rate is taken before the game and entered into the computer. During the game, the player wears a heart rate monitor, and if the player's heart rate rises above baseline, they are unable to shoot. The player must use relaxation skills to decrease their heart rate below the baseline before they can resume play. Participants will undergo relaxation training during each of 6 sessions, and then practice the skills they learned while playing the RAGE-Control videogame.
The Sham videogame is a videogame in which players shoot at enemies while avoiding allies. The player wears a heart rate monitor during the game, but the heart rate does not affect the functioning of the game in any way. Participants will undergo relaxation training during each of 6 sessions, and then practice the skills they learned while playing the Sham videogame.
Eligibility Criteria
You may qualify if:
- Problems with anger and/or aggression
- Score of at least 4/10 on phone screen with parents measuring anger and aggression
You may not qualify if:
- Changes in dosing of psychotropic medications within the 8 weeks prior to the start of the study, or anticipated medication changes during the study.
- Starting therapy within the 8 weeks prior to starting the study, or anticipated new therapy beginning during the study.
- Actively participating in any type of Cognitive Behavioral Therapy for less than 12 weeks and/or attending Cognitive Behavioral Therapy weekly or more.
- Intellectual disability (IQ \< 80)
- Suicidal ideation
- Homicidal ideation
- Psychosis/meets criteria for psychotic disorder
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Massachusetts General Hospitallead
- Harvard Universitycollaborator
- American Academy of Child Adolescent Psychiatry.collaborator
Study Sites (1)
Massachusetts General Hospital
Boston, Massachusetts, 02114, United States
Related Publications (4)
Kahn J, Ducharme P, Rotenberg A, Gonzalez-Heydrich J. "RAGE-Control": A Game to Build Emotional Strength. Games Health J. 2013 Feb;2(1):53-7. doi: 10.1089/g4h.2013.0007.
PMID: 26196556BACKGROUNDKahn J, Ducharme P, Travers B, Gonzalez-Heydrich J. RAGE Control: Regulate and Gain Emotional Control. Stud Health Technol Inform. 2009;149:335-43.
PMID: 19745492BACKGROUNDDucharme P., Wharff E., Kahn J., Hutchinson E., & Logan G. Augmenting anger control therapy with a videogame requiring emotional control: A pilot study on an inpatient psychiatric unit. Adolescent Psychiatry, 2012; 2(4), 323-332.
BACKGROUNDVaudreuil C, Abel MR, Barnett Y, DiSalvo M, Hirshfeld-Becker DR. A Pilot Controlled Trial of Relaxation Training Combined with a Video Game Reinforcing Emotional Regulation to Improve Anger Management in Children and Adolescents. Res Child Adolesc Psychopathol. 2024 Dec;52(12):1847-1859. doi: 10.1007/s10802-024-01259-w. Epub 2024 Oct 23.
PMID: 39441503DERIVED
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Carrie Vaudreuil, MD
Massachusetts General Hospital
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- TRIPLE
- Who Masked
- PARTICIPANT, CARE PROVIDER, OUTCOMES ASSESSOR
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Assistant in Psychiatry
Study Record Dates
First Submitted
June 28, 2017
First Posted
September 1, 2017
Study Start
June 1, 2015
Primary Completion
March 1, 2017
Study Completion
December 1, 2020
Last Updated
July 7, 2020
Record last verified: 2020-07