2011
DOI: 10.1007/s10615-011-0363-0
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Videogame Assisted Emotional Regulation Training: An ACT with RAGE-Control Case Illustration

Abstract: This paper describes the treatment of an adolescent girl (age 16) who received the ACT with RAGEControl intervention during her treatment in an urban inpatient psychiatry unit. ACT with RAGE-Control utilizes five traditional Cognitive Behavioral techniques combined with an active biofeedback videogame designed to strengthen a patient's self-regulatory capacities while facing simulated stress in a virtual environment. The treatment is delivered as daily individual psychotherapy sessions over five consecutive da… Show more

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Cited by 20 publications
(27 citation statements)
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References 18 publications
(19 reference statements)
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“…Lawrence (1986) advocates that videogames can be used in the treatment of psychological problemsduringtherapy.Inanoverview,hereportedthattherehadbeenapproximatelytwodozen effortsinthepublishedliteraturetodelivercounselingorotherpsychologicalinterventionservicesby computer.Althoughnotconcentratingonvideogamesspecifically,hedidrefertogames,computeraidedinstruction,biofeedback,andbehaviortherapy.Heconcludedthatcomputers(includinggames) couldmakemeaningfulcontributionstothetreatmentofpsychologicalproblems. Gardner (1991) claimed that the use of videogames in his psychotherapy sessions provided commongroundbetweenhimselfandhischildclients,andprovidedexcellentbehavioralobservation opportunities.AccordingtoGardnersuchobservationsallowedhimtoobserve: More recent research (Ducharme et al, 2012) reported the case of a 16-year-old girl who underwentAcceptanceandCommitmentTherapy(ACT)usingaRAGE-Controlinterventiondesigned toincreaseemotioncontrolabilitiesbymonitoringandcontrollingphysiologicalarousalwhilstfaced withstressinavirtualrealityenvironment.ThistreatmentusedfiveCBTtechniquestogetherwith avideogameusingactivebiofeedback.Theaimwastoimprovetheindividual'sself-regulation,and wasimplementedonadailybasisoverfiveconsecutivedays.Theresultsofthisstudyshowedthat thepatient'sstateandtraitangerscoresdecreasedsignificantlyfollowingtreatment,suggestingboth herangerandaggressionlevelsbenefittedfromthisvideogametherapyelement.Additionalbenefits included increased control over physiological arousal (i.e., heart rate). Although this study only providesevidencefromoneperson,theresultsshowedpromiseregardingreductionsofbothanger andaggressionandincreasesinself-control,andshouldbereplicatedinlargersamples.…”
Section: Videogames In Psychotherapeutic Settingsmentioning
confidence: 99%
“…Lawrence (1986) advocates that videogames can be used in the treatment of psychological problemsduringtherapy.Inanoverview,hereportedthattherehadbeenapproximatelytwodozen effortsinthepublishedliteraturetodelivercounselingorotherpsychologicalinterventionservicesby computer.Althoughnotconcentratingonvideogamesspecifically,hedidrefertogames,computeraidedinstruction,biofeedback,andbehaviortherapy.Heconcludedthatcomputers(includinggames) couldmakemeaningfulcontributionstothetreatmentofpsychologicalproblems. Gardner (1991) claimed that the use of videogames in his psychotherapy sessions provided commongroundbetweenhimselfandhischildclients,andprovidedexcellentbehavioralobservation opportunities.AccordingtoGardnersuchobservationsallowedhimtoobserve: More recent research (Ducharme et al, 2012) reported the case of a 16-year-old girl who underwentAcceptanceandCommitmentTherapy(ACT)usingaRAGE-Controlinterventiondesigned toincreaseemotioncontrolabilitiesbymonitoringandcontrollingphysiologicalarousalwhilstfaced withstressinavirtualrealityenvironment.ThistreatmentusedfiveCBTtechniquestogetherwith avideogameusingactivebiofeedback.Theaimwastoimprovetheindividual'sself-regulation,and wasimplementedonadailybasisoverfiveconsecutivedays.Theresultsofthisstudyshowedthat thepatient'sstateandtraitangerscoresdecreasedsignificantlyfollowingtreatment,suggestingboth herangerandaggressionlevelsbenefittedfromthisvideogametherapyelement.Additionalbenefits included increased control over physiological arousal (i.e., heart rate). Although this study only providesevidencefromoneperson,theresultsshowedpromiseregardingreductionsofbothanger andaggressionandincreasesinself-control,andshouldbereplicatedinlargersamples.…”
Section: Videogames In Psychotherapeutic Settingsmentioning
confidence: 99%
“…electroencephalography (EEG)), to teach selfregulation of brain function. Therapy oriented computer games that utilize NF and/or biofeedback have also been effective with child and youth populations [2,7]. Our main research questions were: (R1) Can children living in poverty quickly learn to use neurofeedback-based tablet games?…”
Section: Introductionmentioning
confidence: 99%
“…Hence, it is impossible for the authors of this article to arrive at their own conclusions about whether the treatment was, in fact, efficacious. Ducharme et al (2012) described the treatment of a 16-year-old girl who received anger control therapy (ACT) with an active biofeedback video game "RAGE-Control" intervention. The intervention was delivered as daily counseling sessions and ended with playing RAGE-Control over 5 consecutive days.…”
Section: Review Of Included Studiesmentioning
confidence: 99%