200 Participants Needed

Mightier Video Games for Emotional Dysregulation

AP
JK
Overseen ByJason Kahn, PhD
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

What is the purpose of this trial?

Access to effective pediatric mental health treatment is a major public health concern in the United States as paucity of pediatric providers leading to long wait times, financial burden, and stigma pose significant barriers to treatment. Digital mental health promises to remedy many chronic problems faced in providing timely and accessible mental health interventions to children. With that in mind, the investigators and Neuromotion Inc. created Mightier, an app-based heart rate biofeedback videogame platform designed to teach and facilitate practice of emotional regulation skills. The technology behind Mightier is backed by three trials showing clinical efficacy and since commercial launch 75% of families who have engaged with the product report improvement. However, Neuromotion's core mission remains increasing access to care, and the direct-to-consumer distribution of digital health also faces access challenges. The investigators propose that access to effective digital mental health interventions can be increased by meeting families where they already know to seek care: the traditional healthcare system. The investigators have partnered with a nationwide behavioral health insurance provider to pilot the integration of Mightier with traditional healthcare. Families will be recruited via direct outreach, social media, or healthcare provider referral. Participating children will be randomized into Mightier or treatment as usual control groups for 6 months. Behavioral healthcare utilization will be observed for 12 months. Through this work the investigators will demonstrate the value of Mightier to various stakeholders via decreased long-term healthcare utilization, confirm that Mightier use results in decreased symptoms of emotional dysregulation, irritability, and parent stress, and explore relationships among Mightier use, healthcare utilization, and symptoms. Ultimately this work will pave the way forward for large scale integration of digital healthcare and more traditional healthcare avenues while simultaneously increasing Mightier's ability to reach children in need.

Will I have to stop taking my current medications?

The trial does not specify if you need to stop taking your current medications, but you cannot participate if you have changed your medication or dosage in the past month or plan to change it in the next month.

What data supports the effectiveness of the Mightier video games treatment for emotional dysregulation?

Research shows that biofeedback-based video games like Mightier can help children improve their emotional regulation skills. In a study, children who played Mightier showed better emotional control and reduced stress for their caregivers compared to those who did not play the game.12345

Is the Mightier video game platform safe for use in humans?

The available research on digital game interventions, including those for emotional regulation and mental health, generally supports their potential for safe use in humans. However, specific safety data for the Mightier video game platform is not directly addressed in the studies reviewed.14678

How is the Mightier video game treatment different from other treatments for emotional dysregulation?

Mightier video games are unique because they use heart rate biofeedback to help children practice emotional regulation skills while playing, making it an engaging and interactive way to learn emotional control. Unlike traditional therapies, this approach integrates emotional learning into a fun gaming experience, which can be more appealing and accessible for children.138910

Eligibility Criteria

This trial is for children aged 8-12 with emotional dysregulation issues like ADHD or ASD, who have made a behavioral health claim in the past year. They must be fluent in English, have Wi-Fi and a computer or tablet at home. It's not for kids with severe verbal limitations, recent medication changes, psychosis, mania, substance abuse issues, or those highly sensitive to wearing heart rate monitors.

Inclusion Criteria

My insurance is through Magellan Healthcare or I have Massachusetts insurance with online benefits access.
Access to a computer or tablet in the home
You need to have WiFi at your home to connect to the Mightier tablet.
See 5 more

Exclusion Criteria

Active suicidal ideation
I have significant difficulty speaking.
Evidence of psychosis, mania, alcohol use disorder, substance use disorder, or PTSD by MINI-Kid
See 6 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Randomization and Treatment

Participating children are randomized into Mightier or treatment as usual control groups for 6 months

6 months

Follow-up

Behavioral healthcare utilization will be observed for 12 months to assess long-term outcomes

12 months

Treatment Details

Interventions

  • Mightier video games
Trial OverviewThe trial tests Mightier video games designed to help kids manage their emotions better by using biofeedback technology. Children will either use Mightier or continue usual treatments for six months while their healthcare usage is tracked over a year to evaluate Mightier's effectiveness and impact on healthcare costs.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: InterventionExperimental Treatment1 Intervention
Six months of ad lib Mightier play in home
Group II: Treatment as usualActive Control1 Intervention

Find a Clinic Near You

Who Is Running the Clinical Trial?

Neuromotion Labs

Lead Sponsor

Trials
7
Recruited
3,600+

Magellan Healthcare

Collaborator

Trials
1
Recruited
200+

National Institute of Mental Health (NIMH)

Collaborator

Trials
3,007
Recruited
2,852,000+

Findings from Research

An active biofeedback video game integrated into cognitive behavioral therapy has been developed to help children improve their emotional regulation skills by requiring them to manage emotions while completing a challenging task.
Early studies indicate that this approach is more effective than traditional treatments in enhancing emotional control, and it has inspired the creation of emotionally aware toys for younger children.
"RAGE-Control": A Game to Build Emotional Strength.Kahn, J., Ducharme, P., Rotenberg, A., et al.[2015]
Video game-based assessment tools have been found effective in distinguishing between children with ADHD and those without, as well as identifying different ADHD subtypes, based on a review of 22 studies.
Video game-based therapeutic interventions are generally well accepted and effective in improving cognitive functions and reducing ADHD symptoms, with gamification and cognitive training being key mechanisms of their effectiveness.
Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review.Peรฑuelas-Calvo, I., Jiang-Lin, LK., Girela-Serrano, B., et al.[2022]
In a randomized controlled trial with 72 children aged 7-12, the biofeedback-based video game Mightier significantly improved adaptive emotion regulation and reduced emotional dysregulation and behavioral issues after 6 weeks of use in a community setting.
Caregivers of children who played Mightier reported lower levels of parenting-related stress, suggesting that such interventions can benefit not only the children but also their families, especially in communities with limited access to traditional mental health services.
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp.Mannweiler, M., Schuermann, H., Peechatka, A., et al.[2023]

References

"RAGE-Control": A Game to Build Emotional Strength. [2015]
Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. [2022]
Biofeedback-Based Videogames: Fostering Emotion Regulation at a Diverse Community Summer Camp. [2023]
Serious Games and Gamification for Mental Health: Current Status and Promising Directions. [2022]
In-Game Play Behaviours during an Applied Video Game for Anxiety Prevention Predict Successful Intervention Outcomes. [2023]
Digital health interventions (DHI) for the treatment of attention deficit hyperactivity disorder (ADHD) in children - a comparative review of literature among various treatment and DHI. [2021]
Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion. [2022]
Treatment Efficacy of Internet Gaming Disorder With Attention Deficit Hyperactivity Disorder and Emotional Dysregulaton. [2021]
[New Developments in Video Games for Psychotherapy]. [2016]
RAGE Control: Regulate and Gain Emotional Control. [2009]