Examining the Impacts on In-School Behaviors of In-Home Videogame Play

NAUnknownINTERVENTIONAL
Enrollment

43

Participants

Timeline

Start Date

February 28, 2022

Primary Completion Date

December 31, 2022

Study Completion Date

December 31, 2022

Conditions
Emotional RegulationProblem BehaviorIrritable Mood
Interventions
BEHAVIORAL

Mightier Online Gameplay

"Mightier is a video-game-based biofeedback intervention that capitalizes on children's love of video games to increase emotional awareness and facilitate emotion regulation practice through heart rate (HR) control. Each family receives a Mightier Kit (Mighty Band heart rate monitor, dedicated Mightier tablet unless the family prefers to use their own device) and the Mightier App. Children wear a Mighty Band heart rate monitor on their arm while they play any one of 26+ games. As their heart rate rises the games become more difficult. For example, during a cooking game, smoke may appear on the screen and obscure the player's view. Children can either opt into an explicit cool down activity (deep breathing, progressive muscle relaxation, crossing the midline, or visualization) or cool down on their own. By simply playing Mightier, children are motivated to practice calming strategies in moments of challenge."

Trial Locations (1)

02111

Neuromotion Labs, Boston

Sponsors

Lead Sponsor

All Listed Sponsors
lead

Neuromotion Labs

INDUSTRY

NCT05260398 - Examining the Impacts on In-School Behaviors of In-Home Videogame Play | Biotech Hunter | Biotech Hunter