Literature DB >> 26196556

"RAGE-Control": A Game to Build Emotional Strength.

Jason Kahn1,2, Peter Ducharme1, Alexander Rotenberg3,4, Joseph Gonzalez-Heydrich1,2.   

Abstract

Emotional regulation is an important skill, and some children require extra support to develop that skill. To address this need, we have built an active biofeedback videogame and incorporated the game into a cognitive behavioral therapy. Our approach requires that players simultaneously attend to a demanding task and still maintain emotional control, forcing practice and skill building in both domains concurrently. Early studies have shown that our approach improves emotional control compared with treatment as usual and has led to promising new developments of emotionally aware toys that can reach younger children.

Entities:  

Year:  2013        PMID: 26196556     DOI: 10.1089/g4h.2013.0007

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  7 in total

1.  Computer-aided learning for managing stress: A feasibility trial with clinical high risk adolescents and young adults.

Authors:  Kristen A Woodberry; Cole Chokran; Kelsey A Johnson; Keith H Nuechterlein; David J Miklowitz; Stephen V Faraone; Larry J Seidman
Journal:  Early Interv Psychiatry       Date:  2020-04-01       Impact factor: 2.721

2.  Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences.

Authors:  Regan Lee Mandryk; Max Valentin Birk
Journal:  J Med Internet Res       Date:  2017-04-20       Impact factor: 5.428

3.  Testing the Effects of a Virtual Reality Game for Aggressive Impulse Management (VR-GAIME): Study Protocol.

Authors:  Danique Smeijers; Sander L Koole
Journal:  Front Psychiatry       Date:  2019-02-26       Impact factor: 4.157

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

Authors:  Peter Ducharme; Jason Kahn; Carrie Vaudreuil; Michaela Gusman; Deborah Waber; Abigail Ross; Alexander Rotenberg; Ashley Rober; Kara Kimball; Alyssa L Peechatka; Joseph Gonzalez-Heydrich
Journal:  Front Psychiatry       Date:  2021-09-01       Impact factor: 4.157

5.  Randomized Clinical Trial Evaluating AcceptME-A Digital Gamified Acceptance and Commitment Early Intervention Program for Individuals at High Risk for Eating Disorders.

Authors:  Maria Karekla; Patrisia Nikolaou; Rhonda M Merwin
Journal:  J Clin Med       Date:  2022-03-23       Impact factor: 4.241

Review 6.  Digital Interventions for Emotion Regulation in Children and Early Adolescents: Systematic Review and Meta-analysis.

Authors:  Sally Reynard; Joao Dias; Marija Mitic; Beate Schrank; Kate Anne Woodcock
Journal:  JMIR Serious Games       Date:  2022-08-19       Impact factor: 3.364

7.  Using a Videogame Intervention to Reduce Anxiety and Externalizing Problems among Youths in Residential Care: an Initial Randomized Controlled Trial.

Authors:  Angela A T Schuurmans; Karin S Nijhof; Rutger C M E Engels; Isabela Granic
Journal:  J Psychopathol Behav Assess       Date:  2017-11-29
  7 in total

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