| Literature DB >> 34539455 |
Peter Ducharme1, Jason Kahn1,2,3, Carrie Vaudreuil2,4, Michaela Gusman1, Deborah Waber1,2, Abigail Ross1, Alexander Rotenberg5,6, Ashley Rober1, Kara Kimball1, Alyssa L Peechatka3, Joseph Gonzalez-Heydrich1,2.
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 andEntities:
Keywords: anger control; biofeedback; cognitive behavior therapy; emotional control; self-regulation; video game
Year: 2021 PMID: 34539455 PMCID: PMC8440816 DOI: 10.3389/fpsyt.2021.591906
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1Participant recruitment and study flow.
Demographic and clinical characteristics of treatment groups.
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| Age | 13.1 (2.4) 10.0, 17.0 | 12.4 (2.1) 10.0, 17.0 | 0.98 | 0.31 |
| School grade | 7.8 (2.6) 4.0, 11.0 | 6.7 (2.3) 4.0,12.0 | 1.42 | 0.16 |
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| Male | 14 (70%) | 15 (75%) | 1.0 | |
| Black | 3 (15%) | 6 (30%) | 0.45 | |
| White Non-Hispanic | 13 (65%) | 8 (40%) | 0.20 | |
| Hispanic | 4 (20%) | 6 (30%) | 0.72 | |
| Father at home | 3 (15%) | 6 (30%) | 0.45 | |
| Medication | 4(20%) | 5 (25%) | 1.0 | |
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| MOAS | 18 (18.75) | 5 (19.5) | 173.5 | 0.48 |
| DBDRS | 17 (7.75) | 17 (9.25) | 187.5 | 0.74 |
| CGI-S | 5 (1) | 4 (1) | 165.5 | 0.32 |
| STAXI-CA-TA | 21 (8) | 21 (5) | 198 | 0.97 |
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| Opposition defiant disorder (ODD) | 13 | 10 | ||
| Attention deficit hyperactivity disorder (ADHD) | 3 | 5 | ||
| Major depressive disorder (MDD) | 2 | 2 | ||
| Generalized anxiety disorder (GAD) | 1 | 1 | ||
| Post traumatic stress disorder (PTSD) | 1 | |||
| Depressive disorder NOS | 1 | |||
| Anxiety disorder (NOS) | 1 | |||
Five (25%) patients on the ACT-R arm were on medications (n = 2 stimulant, n = 1 SSRI, n = 2 antipsychotic). Four (20%) patients on the ACT-S arm were taking medications (n = 1 stimulant; n = 1 antipsychotic; n = 1 stimulant, mood stabilizer and antipsychotic; n = 1 SSRI and mood stabilizer).
Pre-post treatment changes in outcomes.
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| MOAS | −8 (18.25) | 0 (6.5) | W = 110 | −17.0 to −1.0 | 0.55 |
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| DBDRS | −7 (9) | 0 (9.25) | W = 121 | −9.0 to −7e-6 | 0.48 |
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| CGI-severity | −1 (2) | 0 (1) | W = 119 | −1.0 to −5e-6 | 0.51 |
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| CGI-I | 2 (1) | 3 (2) | W = 190 | −3e-5 to 2.0 | 0.37 | 0.10 |
| Early drop out rate | 1/20 | 5/20 | 0.0–1.7 | 0.07 | 0.18 |
Statistically significant at p < 0.05; Bolded p-values indicates that the comparison remained statistically significant after accounting for multiple comparisons with FDR (.
Change in STAXI-CA-TA.
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| Intercept (ACT-R group) | 21.3 (±0.9) | 63.2 | 23.2 | <0.001 | 19.5–23.1 |
| Session number | −0.6 (±0.08) | 153.2 | −7.5 | <0.001 | −0.8 to −0.5 |
| ACT-S group (control) | −0.6 (±1.3) | 63.2 | −0.5 | 0.630 | −3.2 to 1.9 |
| Session number x ACT-S group | 0.11 (±0.12) | 154.7 | 1.0 | 0.340 | −0.1 to 0.4 |
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| No random effect | 5 | 1,109 | |||
| Random effect by participant | 6 | 1,042 | 1 | <0.001 | |
A mixed model for change in STAXI-CA-TA ratings with .
Figure 2Median heart rate during gameplay by Session.
Change in heart rate.
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| Intercept | 90.9 (±2.2) | 46.1 | 41.6 | <0.001 | 87.3–94.6 |
| Session number | −1.1 (±0.2) | 264.8 | −7.4 | <0.001 | −1.4 to −0.9 |
| ACT-S Group (Control) | 4.9 (±3.3) | 47.8 | 1.5 | 0.143 | −0.6–10.4 |
| Session number x ACT-S Group | 1.2 (±0.3) | 269.4 | 4.3 | <0.001 | 0.7–1.6 |
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| No random effect | 6 | 2,028.2 | |||
| Random effect by participant | 5 | 2,254.5 | 1 | <0.001 | |
A mixed model for change in median heart rate during game play with .