Mightier Video Games for Emotional Dysregulation
What You Need to Know Before You Apply
What is the purpose of this trial?
This trial tests a video game platform called Mightier, designed to help children manage their emotions better. It targets children aged 8 to 12 with conditions like ADHD or autism who have recently used behavioral health services. Participants will either use Mightier at home for six months or continue their usual treatment. The trial aims to determine if Mightier can reduce emotional issues and stress in children and their parents while integrating digital mental health support into traditional care systems. Families with internet access and a computer or tablet at home may be a good fit for this trial. As an unphased trial, it offers families the chance to explore innovative digital tools for emotional support in children.
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 prior data suggests that the Mightier video games are safe for children?
Research has shown that video games like Mightier, which use biofeedback, can help children improve emotional management. Studies have found that 75% of families using Mightier report improvements in their child's emotional control. As a commercial product, Mightier is generally well-received. No major reports of negative effects have emerged from children using the game, suggesting that Mightier is likely a safe method for children to learn emotional management.12345
Why are researchers excited about this trial?
Researchers are excited about Mightier video games for emotional dysregulation because they offer a unique, interactive approach that differs from traditional therapies like medication and cognitive-behavioral therapy. Unlike standard treatments, which often involve direct interventions or talk therapy, Mightier games use biofeedback through gameplay to help users manage their emotions in real-time. This method not only engages users in a fun and accessible way but also empowers them to develop self-regulation skills through repeated practice in a non-clinical setting. This innovative approach holds promise for making emotional regulation more engaging and effective, especially for younger individuals who might find traditional therapies challenging to engage with.
What evidence suggests that Mightier video games are effective for emotional dysregulation?
Research has shown that Mightier video games can help children who struggle with emotional regulation. In this trial, some participants will use Mightier video games, which studies have found can lead to fewer emotional outbursts and improved emotional control. Approximately 87% of families observed improvements in their child's emotional management within 90 days of using the platform. The games employ biofeedback, a method that helps children understand and manage their emotions by displaying their body's reactions. Overall, these findings suggest that Mightier can be a valuable tool for children who have difficulty managing their emotions.13567
Are You a Good Fit for This Trial?
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
Exclusion Criteria
Timeline for a Trial Participant
Screening
Participants are screened for eligibility to participate in the trial
Randomization and Treatment
Participating children are randomized into Mightier or treatment as usual control groups for 6 months
Follow-up
Behavioral healthcare utilization will be observed for 12 months to assess long-term outcomes
What Are the Treatments Tested in This Trial?
Interventions
- Mightier video games
Trial Overview
The 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.
How Is the Trial Designed?
2
Treatment groups
Experimental Treatment
Active Control
Six months of ad lib Mightier play in home
Find a Clinic Near You
Who Is Running the Clinical Trial?
Neuromotion Labs
Lead Sponsor
Magellan Healthcare
Collaborator
National Institute of Mental Health (NIMH)
Collaborator
Published Research Related to This Trial
Citations
A descriptive study assessing parent perspectives
This study is a retrospective data analysis-based evaluation of a commercially available e-mental health program that includes biofeedback video games.
Science & Research
Mightier is clinically validated, with research showing it reduces outbursts and strengthens emotional control. 87% of families see improvements in 90 days. It ...
Examining the Impacts of Parent Mightier Play
Mightier is a mobile app-based biofeedback video game platform that facilitates emotion regulation skill-building among children ages 6-14. The technology ...
A “Proof of Concept” Randomized Controlled Trial of a ...
Emotional dysregulation, defined as a limited ability to initiate and regulate one's emotional reaction and response in a manner consistent with ...
Mightier Video Games for Emotional Dysregulation
What data supports the effectiveness of the Mightier video games treatment for emotional dysregulation? Research shows that biofeedback-based video games ...
Mightier: Home
Mightier helps kids control emotions, build confidence, and improve mental health while supporting the whole family.
Study Details | NCT04732806 | A Mightier Healthcare System
created Mightier, an app-based heart rate biofeedback videogame platform designed to teach and facilitate practice of emotional regulation skills. The ...
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