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AngerNCT03270813

RAGE-Control: Teaching Emotional Self-regulation Through Videogame Play

A study of Anger and Aggression, run by Massachusetts General Hospital at 1 site in United States.

Unknown status

Status not confirmed. The sponsor has not verified this record for over two years, so it may be out of date.

Official record
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Trial summary

The purpose of this study is to evaluate the use of Regulate and Gain Emotional Control (RAGE-Control), a biofeedback video game, in combination with brief instruction in relaxation skills as an intervention for symptoms of anger and aggression in children and adolescents. Read more about this study

Who is it for?
Ages 7 to 17 years
Conditions the study is for
Anger, Aggression
Could I receive a placebo?
Yes, some participants may receive a placebo
How many people
40 participants
Where
1 siteUnited States
Study dates
Jun 2015to Dec 2020
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 7 to 17 years
  • All sexes
  • No healthy volunteers
  • Child

Who may be able to join

  • Problems with anger and/or aggression
  • Score of at least 4/10 on phone screen with parents measuring anger and aggression

Who cannot join

  • Changes in dosing of psychotropic medications within the 8 weeks prior to the start of the study, or anticipated medication changes during the study.
  • Starting therapy within the 8 weeks prior to starting the study, or anticipated new therapy beginning during the study.
  • Actively participating in any type of Cognitive Behavioral Therapy for less than 12 weeks and/or attending Cognitive Behavioral Therapy weekly or more.
  • Intellectual disability (IQ < 80)
  • Suicidal ideation
  • Homicidal ideation
  • Psychosis/meets criteria for psychotic disorder

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Massachusetts General Hospital

    Boston, Massachusetts, 02114

Other trials in United States

About this study

The purpose of this study is to evaluate the use of Regulate and Gain Emotional Control (RAGE-Control), a biofeedback video game, in combination with brief instruction in relaxation skills as an intervention for symptoms of anger and aggression in children and adolescents. Half of the research participants will learn relaxation techniques and practice them using the RAGE-Control videogame. The other half of the participants will learn relaxation techniques and play a similar videogame without the biofeedback component. The investigators hypothesize that participants in the RAGE-Control group will show a greater reduction in symptoms of anger and aggression than those in the non-RAGE-Control group.

Read the detailed description

Experiencing mild anger and aggression in frustrating situations is typical in childhood; however, over time most children develop the capacity to regulate their anger in emotionally provoking situations. Those who continue to struggle with emotional and behavioral regulation are at heightened risk for social isolation, delinquency, substance abuse, and academic problems later in life. Moreover, adults who were aggressive as children experience poor physical and mental health, and may find limited career opportunities.

Although anger regulation is a common and clinically significant psychiatric concern for children and adolescents, effective treatment options are limited. As a result, clinicians increasingly rely on psychotropic medications to blunt anger. Psychotropic medications can reduce anger and aggression in the short term, but they fail in the long-term goal of teaching self-regulation, and carry the risk of serious side-effects, including obesity, metabolic syndrome, and type II diabetes. However, engaging youth with anger issues in therapeutic treatments can be difficult, with high rates of attrition. These difficulties underline the need for innovative treatments that can effectively engage patients and enhance their ability to control their emotions and behaviors.

In response to this need, clinicians at Boston Children's Hospital developed Regulate and Gain Emotional Control (RAGE-Control), a therapeutic videogame that requires players to maintain low levels of physiologic arousal while rapidly reacting to incoming stimuli and inhibiting erroneous responses. It was initially designed for use with Cognitive Behavioral Therapy (CBT) to motivate children to remain engaged in therapy, and to foster the learning, practice, and generalization of self-regulation skills in the midst of frustrating or anger provoking situations. Pilot data from an open label trial of RAGE-Control on a pediatric psychiatric inpatient unit demonstrated improvement in patient self-reported anger and aggression after 5 sessions of CBT with RAGE-Control, when compared with a treatment as usual group. A subsequent outpatient randomized controlled trial comparing CBT with RAGE-Control to CBT with a sham videogame demonstrated that patients who participated in the RAGE-Control intervention had significantly greater improvements in overt aggression and oppositionality, parental stress, and family atmosphere. The participants in the RAGE-Control group also had fewer drop outs, and twice as many treatment responders as the participants in the control arm.

Conditions
Anger, Aggression
Being tested
Relaxation training plus RAGE-Control, Relaxation training plus Sham Videogame
Keywords
Child, Adolescent
Medical subject headings
Aggression

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Relaxation training plus RAGE-ControlBehavioural

    Also called RAGE-Control

    RAGE-Control is a biofeedback videogame in which players shoot at enemies while avoiding allies. The player's baseline heart rate is taken before the game and entered into the computer. During the game, the player wears a heart rate monitor, and if the player's heart rate rises above baseline, they are unable to shoot. The player must use relaxation skills to decrease their heart rate below the baseline before they can resume play. Participants will undergo relaxation training during each of 6 sessions, and then practice the skills they learned while playing the RAGE-Control videogame.

  • Relaxation training plus Sham VideogameBehavioural

    Also called Sham Videogame

    The Sham videogame is a videogame in which players shoot at enemies while avoiding allies. The player wears a heart rate monitor during the game, but the heart rate does not affect the functioning of the game in any way. Participants will undergo relaxation training during each of 6 sessions, and then practice the skills they learned while playing the Sham videogame.

Study groups in NCT03270813
Study groupRoleWhat they receive
RAGE-ControlExperimentalThere are 6 research intervention sessions, which will involve Relaxation training plus RAGE-Control. The first session includes a 30-minute lesson on the relationship between physiological arousal and anger, introduction to the RAGE-Control videogame and 15 minutes of videogame play. The next 5 sessions include a 10-minute check in about symptoms and functioning, a brief presentation of a relaxation skill, and 15 minutes of videogame play.
Receives: Behavioral: Relaxation training plus RAGE-Control
Sham videogameSham comparatorThere are 6 research intervention sessions, which will involve Relaxation training plus Sham videogame. The first session includes a 30-minute lesson on the relationship between physiological arousal and anger, an introduction to the Sham videogame and 15 minutes of videogame play. The next 5 sessions include a 10-minute check in about symptoms and functioning, a brief presentation of a relaxation skill, and 15 minutes of videogame play.
Receives: Behavioral: Relaxation training plus Sham Videogame

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Clinical Global Impressions Global Rating of Improvement (CGI-I)

    Assesses improvement post treatment, with scores ranging from 1 (very much improved) to 7 (very much worse).

    Measured: Up to 3 months post-intervention

Secondary outcomes (9)
  1. Clinical Global Impressions Severity of Illness (CGI-S)

    Assess overall burden of illness on a scale from 1 (normal, not ill) to 7 (very severely ill).

    Measured: Up to 3 months post intervention

  2. State Trait Anger Expression Inventory for Children and Adolescents (STAXI-CA)

    35 item self-report scale that assesses state anger, trait anger and expression of anger.

    Measured: Baseline, 2 weeks post treatment, 3 months post treatment

  3. Multidimensional Adolescent Satisfaction Scale (MASS)

    Measures patient satisfaction with the intervention

    Measured: 2 weeks post treatment, 3 months post treatment

  4. Modified Overt Aggression Scale (MOAS)

    Records the severity of 4 types of aggression: verbal, against property, physical, and against self.

    Measured: Baseline, 2 weeks post treatment, 3 months post treatment

  5. Difficulties in Emotion Regulation Scale (DERS)

    36-item, self-report questionnaire designed to assess multiple aspects of emotion dysregulation. For patients age 10 and older only.

    Measured: Baseline, 2 weeks post treatment, 3 months post treatment

  6. Difficulties in Emotion Regulation Scale - impulse control difficulties

    6 items of the DERS specifically designed to assess impulse control difficulties. For patients age 10 and older only.

    Measured: Up to 3 months post intervention

  7. Child Behavior Checklist (CBCL) 6-18

    Empirically based checklist of social competence and behavioral problems, filled out by parents based on recent behavior.

    Measured: Baseline, 2 weeks post treatment, 3 months post treatment

  8. Heart rate

    The computer will record each participant's heart rate while they play the videogame.

    Measured: Weekly for 6 weeks

  9. Emotion Regulation Checklist (ERC)

    24 item parent-report questionnaire regarding a child's ability to assess emotion regulation in the past 1 week.

    Measured: Up to 3 months post intervention

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted1 Sep 2017
  2. Study startJun 2015
  3. Primary completionMar 2017
  4. Study completionDec 2020 (estimated)

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Treatment
Allocation
Randomised
Intervention model
Parallel groups
Masking
Triple blind
Who is masked
Participant, Care provider, Outcomes assessor
Enrolment
40 participants (estimated)
IDs, dates and publications
ClinicalTrials.gov ID
NCT03270813
Sponsor's protocol ID
2015P000901
Status last verified
Jul 2020
First submitted
28 Jun 2017
Last updated
7 Jul 2020
Results posted
No
Data monitoring committee
No
Individual data sharing
Undecided

Publications

  • Kahn J, Ducharme P, Rotenberg A, Gonzalez-Heydrich J. "RAGE-Control": A Game to Build Emotional Strength. Games Health J. 2013 Feb;2(1):53-7. doi: 10.1089/g4h.2013.0007.

    PubMed 26196556
  • Kahn J, Ducharme P, Travers B, Gonzalez-Heydrich J. RAGE Control: Regulate and Gain Emotional Control. Stud Health Technol Inform. 2009;149:335-43.

    PubMed 19745492
  • Ducharme P., Wharff E., Kahn J., Hutchinson E., & Logan G. Augmenting anger control therapy with a videogame requiring emotional control: A pilot study on an inpatient psychiatric unit. Adolescent Psychiatry, 2012; 2(4), 323-332.

  • Vaudreuil C, Abel MR, Barnett Y, DiSalvo M, Hirshfeld-Becker DR. A Pilot Controlled Trial of Relaxation Training Combined with a Video Game Reinforcing Emotional Regulation to Improve Anger Management in Children and Adolescents. Res Child Adolesc Psychopathol. 2024 Dec;52(12):1847-1859. doi: 10.1007/s10802-024-01259-w. Epub 2024 Oct 23.

    PubMed 39441503

Questions about this trial

What is this clinical trial studying?

A study of Anger and Aggression, run by Massachusetts General Hospital at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 7 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: status not confirmed, as of the sponsor's last update on 7 Jul 2020. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Results are not available in the source record.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Clinical Global Impressions Global Rating of Improvement (CGI-I) (time frame: Up to 3 months post-intervention). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT03270813, which also lists 4 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 7 Jul 2020; AzTrials last refreshed its copy on 1 Nov 2026.

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