A Pilot Controlled Trial of Relaxation Training Combined with a Video Game Reinforcing Emotional Regulation to Improve Anger Management in Children and Adolescents.

IF 2.9 2区 心理学 Q1 PSYCHOLOGY, CLINICAL
Carrie Vaudreuil, Madelaine R Abel, Yvonne Barnett, Maura DiSalvo, Dina R Hirshfeld-Becker
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Abstract

Untreated anger and aggression in youth confer heightened risk for subsequent psychosocial problems. However, engaging youth in treatment for anger can be difficult given barriers to accessing care and high rates of attrition. This study examined whether learning relaxation skills and practicing them using a videogame, whose operation was contingent upon keeping heart rate close to baseline levels, could help children learn to manage anger and aggression. Youth ages 7-17 with elevated levels of anger (N = 39) were randomized to receive the active video game condition or a control game that displayed heart rate but did not stop the game if heart rate became elevated. Youth underwent baseline screening, 6 treatment sessions, and follow-up assessments at 2-weeks and 3-months. Compared to the control condition, children in the active condition demonstrated significantly greater improvements in clinician-rated aggression severity (d = 1.48) and youth-rated emotion dysregulation (d = 3.46) at 2-weeks post-treatment. The active group maintained these improvements at 3-month follow-up, but no longer significantly differed from the control group. Intervention effects were nonsignificant for parent-reported emotion dysregulation and aggression. In addition, the intervention group youth, but not control group, experienced increased time with heart rate below baseline over the course of the 6 sessions. Findings suggest a promising brief intervention for reducing aggression and emotion dysregulation in children while they are waiting for longer-term outpatient therapy. Clinical Trial Registration Number: NCT03270813.

放松训练与强化情绪调节的视频游戏相结合以改善儿童和青少年愤怒管理的试点对照试验。
青少年的愤怒和攻击行为如果得不到治疗,就会增加他们日后出现社会心理问题的风险。然而,鉴于获得治疗的障碍和高流失率,让青少年接受愤怒治疗可能很难。本研究探讨了学习放松技能并使用电子游戏进行练习(电子游戏的运行取决于心率是否接近基线水平)能否帮助儿童学会控制愤怒和攻击行为。年龄在 7-17 岁之间、愤怒水平较高的青少年(39 人)被随机分配到主动视频游戏条件下或对照游戏条件下,对照游戏会显示心率,但不会在心率升高时停止游戏。青少年接受了基线筛查、6 次治疗以及 2 周和 3 个月的跟踪评估。与对照组相比,积极治疗组的儿童在治疗后两周内,在临床医生评定的攻击严重性(d = 1.48)和青少年评定的情绪失调(d = 3.46)方面都有明显改善。积极组在 3 个月的随访中保持了这些改善,但与对照组相比不再有显著差异。在家长报告的情绪失调和攻击行为方面,干预效果不显著。此外,在 6 个疗程中,干预组青少年的心率低于基线的时间有所增加,而对照组青少年的心率低于基线的时间则没有增加。研究结果表明,在儿童等待长期门诊治疗期间,简短干预对减少他们的攻击行为和情绪失调很有帮助。临床试验注册号:NCT03270813:NCT03270813。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Research on Child and Adolescent Psychopathology
Research on Child and Adolescent Psychopathology Psychology-Developmental and Educational Psychology
CiteScore
5.00
自引率
4.00%
发文量
107
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