Clinical Trial Details
— Status: Completed
Administrative data
NCT number |
NCT05652114 |
Other study ID # |
NML |
Secondary ID |
|
Status |
Completed |
Phase |
N/A
|
First received |
|
Last updated |
|
Start date |
April 10, 2020 |
Est. completion date |
November 17, 2022 |
Study information
Verified date |
January 2023 |
Source |
Neuromotion Labs |
Contact |
n/a |
Is FDA regulated |
No |
Health authority |
|
Study type |
Interventional
|
Clinical Trial Summary
Mightier is a digital mental health tool that uses video game-based heart rate biofeedback to
teach emotion regulation. The primary goal of this study is to replicate results from
original clinical trials, demonstrating that playing Mightier at home improves common
symptoms associated with emotional dysregulation.
Participants will be caregivers of children who are using Mightier, a video-game based heart
rate biofeedback intervention. Caregivers will be asked to complete a short survey about
their child's emotions and behaviors prior to their child's first play and then complete that
survey two more times, at 8 weeks and 12 weeks post baseline.
The pre-post self report design will allow us to observe changes during Mightier use and
relate those changes to overall engagement with the intervention
Description:
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 and dedicated tablet), the Mightier App, online caregiver resources, and dedicated
1-on-1 support from a licensed clinician. 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 core hypothesis underlying Mightier is that
learning to regulate autonomic arousal via HR regulation during gameplay will lead to greater
emotional regulation capacity. This hypothesis has considerable support, as greater dynamic
HR control is associated with greater emotional clarity, emotion regulation, and impulse
control in both adults and children.
Although originally created and studied in an academic medical center, it is not well
understood how these learnings translate to change in a more diverse population in a less
well-controlled environment (i.e. the home) with varying engagement with the intervention.
Increased understanding of the Mightier population's behavioral and symptom characteristics,
and the interplay between individual characteristics, engagement, HR, and symptom change is
imperative to improving the intervention.
For this proposed study, we hypothesize the following:
1. Participants will report reduction in symptoms after 12 weeks of Mightier
2. Participants will show reduction in median HR during gameplay after 12 weeks of Mightier
a. The magnitude of this change will be greater in externalizing symptoms
3. Change in symptoms will be inversely associated with total playtime such that children
who play Mightier more will see the largest change (i.e. reduction) in symptoms
4. Changes in symptoms will be associated with change in median HR during gameplay, such
that larger reductions in symptoms will be associated with larger reductions in HR
during gameplay
After consent is obtained, caregivers will begin the survey. They will first be asked to
identify whether symptoms associated with Anxiety, Attention Deficit Hyperactivity Disorder
(ADHD), irritability, or aggression best describe their child. Based on these responses,
caregivers will be asked to complete one of four validated symptom questionnaires. Those who
indicated symptoms of anxiety best describe their child will complete the SCARED, a 41 item
measure of symptoms of Anxiety related disorders. Those who indicated symptoms of ADHD best
describe their child will complete the NICHQ Vanderbilt Assessment Scale, a 55 item measure
of symptoms and ratings of functional performance associated with ADHD and Oppositional
Defiant Disorder. Those who indicated aggression and aggressive behaviors best describe their
child will complete the MOAS, a 4 item measure of verbal aggression, physical aggression,
aggression against property, and autoaggression. Finally, those who indicated that symptoms
of irritability best describe their child will complete the ARI a 7 item measure of
irritability. Upon completion of the respective scale, caretakers will be thanked and
informed that they will be contacted in approximately 8-12 weeks.
For the duration of the 8-12 week intervention period, participants will play Mightier ad
libitum.