CClinicalTrials.gg
Not yet recruitingNCT06580496Updated Sep 19, 2024

Adding Printed CBT Materials to a Pediatric Digital Intervention

An interventional study of Mightier in Emotional Regulation, sponsored by Neuromotion Labs. Not yet recruiting. Open to participants aged 4 Years to 16 Years. Per ClinicalTrials.gov, last updated 2024-09-19.

Sponsored by Neuromotion Labs · Not applicable, Interventional, and Treatment

From the registry’s dates

  • Primary completion was expected by Sep 2025, 1 year ago, but the record still lists the study as not yet recruiting.
Phase
Not applicable
Study type
Interventional
Enrollment
150
Allocation
Not applicable
Ages
4 Years to 16 Years
Sex
All
01

Study summary

The primary goal of this study is to demonstrate that engaging with "offscreen" physical materials that focus on teaching and practicing Cognitive Behavioral Therapy-based skills alongside a digital emotional regulation intervention results in greater symptom improvement in kids than engaging with the digital intervention alone.

Participants are children who are using Mightier a video-game based heart rate biofeedback intervention used to build emotion regulation. Caregivers will be asked to complete a short survey prior to their child's first play and then complete that survey at 12 weeks post baseline.

The pre-post self-report design, combined with analyses accounting for engagement with offscreen materials will allow the investigators to observe changes during Mightier use and relate those changes to type of program engagement. (edited)

Read the detailed description

Mightier is an app-based biofeedback videogame platform that utilizes heart rate (HR) monitoring during gameplay to teach and facilitate practice of emotional regulation skills in children ages 6-14. The effectiveness of Mightier has been supported through several studies in children ages 8-18, specifically reducing symptoms of aggression, oppositional behavior, and parental stress. The developers of Mightier have recently created "offscreen" physical materials that focus on teaching additional Cognitive Behavioral Therapy (CBT)-based skills and concepts. While these materials are based on empirically supported principles, it remains unclear whether they impart additional clinical benefit when used in conjunction with the validated video game. Investigators seek (1) a better understanding of how offscreen materials may support digital experiences, and (2) to provide preliminary evidence that these specific offscreen experiences provide clinical benefit to families, rather than solely entertainment benefit.

For this proposed study investigators hypothesize the following:

  1. Caregivers will report family engagement with CBT printed materials.
  2. Caregivers who indicated high family engagement with printed CBT materials will report larger gains in emotional awareness and emotional regulation than those who did not engage, or engaged minimally, with CBT printed materials.
  3. Caregivers will report significantly greater feelings of self-efficacy after using the Mightier program.
  4. Those who reported high family engagement with printed CBT materials will report higher increases in parenting self-efficacy.

For the duration of the 12 week intervention period, participants will play Mightier and engage with CBT-based printed materials ad libitum. They will not receive any special instructions or recommendations outside of those provided to all Mightier families. Consistent with any other family using Mightier, participating families will be free to engage with or deny all programming associated with Mightier (e.g. email updates and other support). All individuals engaging with participating families to facilitate the standard Mightier experience will be blinded to their participation in research.

Participating families will be contacted via email to complete follow-up measures at 12 weeks. Participants will only be sent these emails if they are customers of Mightier at the time of follow up.

02

Conditions studied

  • Emotional Regulation

Keywords

  • Emotional Dysregulation
  • Pediatric
  • CBT
  • Digital Intervention
03

In context

Lead sponsor

Neuromotion Labs is the lead sponsor of 6 studies on the registry; 1 is open to participants now.

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

04

Who can participate

Ages eligible
4 Years to 16 Years
Sexes eligible
All
Accepts healthy volunteers
No

Inclusion criteria

  • Age 4-16 years old at time of enrollment
  • Regular access to WiFi (for Mightier gameplay device connection)
  • Independently elected to engage with Mightier program

Exclusion criteria

Exclusion Criteria:

  • Previous use of Mightier
  • Under the age of 4
  • Older then 16 years of age
05

Study design

Phase
Not applicable
Primary purpose
Treatment
Allocation
Not applicable
Intervention model
Single group
Masking
None (open label)
Enrollment
150 participants (estimated)

Study arms

  • Experimental
    Mightier

    Ad lib use of child biofeedback video game play and CBT-based offscreen program materials in home

    Behavioral: Mightier

Interventions

  • BehavioralMightier

    Mightier is a pediatric at-home intervention program that includes an app-based biofeedback video game that utilizes heart rate (HR) monitoring during game play to teach and facilitate practice of emotional regulation skills in children ages 6-14. The program also uses physical materials including printed workbooks and conversation cards that focus on teaching additional Cognitive Behavioral Therapy (CBT)-based skills and concepts.

06

What researchers measure

Primary outcomes

  1. Difficulties in Emotion Regulation Scale-Parent (DERS-P)

    The Difficulties in Emotion Regulation Scale--Parent Report (DERS-P) Bunford et al., 2020) was adapted from the Difficulties in Emotion Regulation Scale (DERS; Gratz \& Roemer, 2004) to assess emotion dysregulation (ED) in 11- to 17-year-old youth. There are 36 items that assess parental perceptions of youth without a specified time frame. Parents of children who play Mightier will complete the DERS-P at Baseline and Week 12 by choosing one of the following response categories: Almost never (0-10%), Sometimes (11-35%), About half the time (36-65%), Most of the time (66-90%) or Almost always (91-100%).

    Time frame: Baseline and Week 12

Secondary outcomes

  1. Brief Parental Self-Efficacy Scale (BPSES)

    The Brief Parental Self Efficacy Scale (BPSES) is a 5- item measure of parental self- efficacy. Parental self-efficacy (PSE) "describes a parent's belief in their ability to perform the parenting role successfully. Scores on the BPSES can be used to measure change over time in PSE. Parents of children who play Mightier will complete the BPSES at Baseline and Week 12 indicating how much they agree or disagree with each of the statements over the past month. Response categories for the BPSES include: Strongly Disagree, Disagree, Neural, Agree, or Strongly Disagree

    Time frame: Baseline and Week 12

  2. Parent Reported Clinical Global Impression- Improvement (CGI-I)

    The Parent Reported CGI-I asks the parent to rate their child's emotional regulation since the beginning of Mightier use. Emotional regulation includes emotional awareness, use of strategies, calming behavior changes, ability to pause, use of deep breaths in game or out of game, or any other behaviors that the parent has found notable. Response Categories for the Parent Reported CGI-I include: Very much improved, Much improved, Minimally improved, No change, Minimally worse, Much worse, or Very much worse.

    Time frame: Week 12

Other outcomes

  1. Self-Reported use of Mightier Materials

    At week 12 Parents will be asked to complete a survey with 8 items about the Mightier materials they received and how their child used the materials. There are 5 questions which indicate if the child used Mightier materials and how they used the materials. There are 3 items that ask the parent to indicate how much they agree or disagree with statements about the Mightier materials they used.

    Time frame: Week 12

07

Study locations

No study locations are listed for this record.

08

References and documents

Individual participant data

Plan to share: Undecided

09

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Sep 19, 2024, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
10

Registry details

Key details

Study ID
NCT06580496
Lead sponsor
Neuromotion Labs
Responsible party
Sponsor
First posted
Aug 30, 2024
Start date
Sep 15, 2024 (estimated)
Primary completion
Sep 15, 2025 (estimated)
Completion
Feb 15, 2026 (estimated)
Last update
Sep 19, 2024

Study contacts

Alyssa Peechatka, PhD
Contact
alyssa@mightier.com
1-888-978-7495

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
View the source record on ClinicalTrials.gov ↗

Not currently enrolling

This study is not yet recruiting, as verified in Aug 2024. You cannot join it, but the record below documents what was studied.

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