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

Peter Ducharme, Jason Kahn, Carrie Vaudreuil, Michaela Gusman, Deborah Waber, Abigail Ross, Alexander Rotenberg, Ashley Rober, Kara Kimball, Alyssa L Peechatka, Joseph Gonzalez-Heydrich, Peter Ducharme, Jason Kahn, Carrie Vaudreuil, Michaela Gusman, Deborah Waber, Abigail Ross, Alexander Rotenberg, Ashley Rober, Kara Kimball, Alyssa L Peechatka, Joseph Gonzalez-Heydrich

Abstract

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.

Keywords: anger control; biofeedback; cognitive behavior therapy; emotional control; self-regulation; video game.

Conflict of interest statement

PD reports grants from the Deborah Munroe Noonan Memorial Research Foundation, Alrashed Family, and from Tommy Fuss Foundation, during the conduct of the study. JK reports grants from Noonan Foundation, during the conduct of the study. Boston Children's Hospital (BCH) owns the technology discussed in this paper. JK, PD, ARot, and JG-H founded and have equity in Neuromotion Labs, a company that creates emotional regulation training technologies, outside the submitted work. JK and AP report personal fees and other (equity) from Neuromotion Labs, outside the submitted work. In addition, ARot (along with JG-H, JK, and PD) have a pending patent US20140323013A1: Emotional control methods and apparatus licensed; In addition, JG-H has a patent European Patent 99112065.0-2201. Aug 17, 1999 US Patent 6,211,876. April 3, 2001 pending. CV reports Neuromotion Labs allowed her to use technology related to the RAGE Control videogame for free for another study that she was the Principal Investigator for. The remaining authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Copyright © 2021 Ducharme, Kahn, Vaudreuil, Gusman, Waber, Ross, Rotenberg, Rober, Kimball, Peechatka and Gonzalez-Heydrich.

Figures

Figure 1
Figure 1
Participant recruitment and study flow.
Figure 2
Figure 2
Median heart rate during gameplay by Session.

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