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Status unknownNCT03270813Updated Jul 7, 2020

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

An interventional study of Relaxation training plus RAGE-Control and Relaxation training plus Sham Videogame in Anger and Aggression, sponsored by Massachusetts General Hospital. Status unknown at 1 site in United States. Open to participants aged 7 Years to 17 Years. Per ClinicalTrials.gov, last updated 2020-07-07.

Sponsored by Massachusetts General Hospital · Not applicable, Interventional, and Treatment

The sponsor has not verified this record recently (last verified Jul 2020), so the status shown — last known as Active, not recruiting — may be out of date.
Phase
Not applicable
Study type
Interventional
Enrollment
40
Allocation
Randomized
Ages
7 Years to 17 Years
Sex
All
01

Study 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. 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.

02

Conditions studied

  • Anger
  • Aggression

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Keywords

  • Child
  • Adolescent
03

In context

Aggression

248 studies on the registry are indexed under Aggression; 41 are open to participants now.

This study's planned enrollment of 40 is below the median of 80 across 221 interventional studies indexed under Aggression.

Browse Aggression studies →

Lead sponsor

Massachusetts General Hospital is the lead sponsor of 2,586 studies on the registry; 447 are open to participants now.

Of its 222 completed or terminated interventional studies of FDA-regulated products, 168 (76%) have results posted.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
7 Years to 17 Years
Sexes eligible
All
Accepts healthy volunteers
No

Go through the criteria one by one — yes, no or not sure — and take the list to your doctor or the study team. Kept in this browser only.

Inclusion criteria

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

Exclusion criteria

Exclusion Criteria:

  • 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
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Triple (Participant, Care provider, Outcomes assessor)
Enrollment
40 participants (estimated)

Study arms

  • Experimental
    RAGE-Control

    There 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.

    Behavioral: Relaxation training plus RAGE-Control

  • Sham comparator
    Sham videogame

    There 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.

    Behavioral: Relaxation training plus Sham Videogame

Interventions

  • BehavioralRelaxation training plus 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.

    Also known as: RAGE-Control

  • BehavioralRelaxation training plus 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.

    Also known as: Sham Videogame

06

What researchers measure

Primary outcomes

  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).

    Time frame: Up to 3 months post-intervention

Secondary outcomes

  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).

    Time frame: 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.

    Time frame: Baseline, 2 weeks post treatment, 3 months post treatment

  3. Multidimensional Adolescent Satisfaction Scale (MASS)

    Measures patient satisfaction with the intervention

    Time frame: 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.

    Time frame: 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.

    Time frame: 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.

    Time frame: 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.

    Time frame: 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.

    Time frame: 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.

    Time frame: Up to 3 months post intervention

07

Study locations

1 site
  • Massachusetts General Hospital
    Boston, Massachusetts 02114, United States
08

References and documents

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.

Individual participant data

Plan to share: Undecided

09

Timeline

Tracking since Sep 25, 2026
Not marked actual or estimatedDates not marked actual or estimated

The record gives a start of Jun 2015, a primary completion of Mar 2017 and a completion of Dec 2020. It does not say whether these dates are actual or estimated.

How these figures are worked out, and which studies are left out of them.

Registered
Jun 28, 2017
First posted
Sep 1, 2017
Start
Jun 2015
Primary completionActual
Mar 2017
CompletionEst.
Dec 2020
Last update
Jul 7, 2020
What these dates mean
Start.
When the first participant enrolled; while estimated, when the study expects to open to recruitment.
Primary completion.
When the last participant was examined or treated to collect data for the study's main question, its primary outcome. A study that stopped early gives the date its data collection stopped.
Completion.
When the last participant's last visit took place, for every outcome, secondary ones and side effects included: the end of the study. Often later than primary completion, sometimes the same day.
Actual and Est.
Actual means the registry says the date has happened. Est. (estimated) is a date the sponsor plans or expects. It can still move, and the sponsor is expected to change it to actual once it has passed.
No changes since tracking began. The registry record was last updated on Jul 7, 2020, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT03270813
Collaborators
American Academy of Child Adolescent Psychiatry., Harvard University
Responsible party
Carrie Vaudreuil (Assistant in Psychiatry, Massachusetts General Hospital) — Principal investigator
First posted
Sep 1, 2017
Start date
Jun 2015
Primary completion
Mar 2017
Completion
Dec 2020 (estimated)
Last update
Jul 7, 2020

Study contacts

Carrie Vaudreuil, MD
principal investigator · Massachusetts General Hospital

Oversight

Data monitoring committee
No
View the source record on ClinicalTrials.gov ↗

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