Open Label Mightier Play in the Home

NCT ID: NCT05652114

Last Updated: 2023-01-04

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.

Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

2732 participants

Study Classification

INTERVENTIONAL

Study Start Date

2020-04-10

Study Completion Date

2022-11-17

Brief Summary

Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.

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

Detailed Description

Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.

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.

Conditions

See the medical conditions and disease areas that this research is targeting or investigating.

Emotional Regulation

Study Design

Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.

Allocation Method

NA

Intervention Model

SINGLE_GROUP

As a single arm study all participants' children will receive a game-based biofeedback intervention. They are encouraged to engage with the intervention in an entirely self-directed manner.
Primary Study Purpose

TREATMENT

Blinding Strategy

NONE

Study Groups

Review each arm or cohort in the study, along with the interventions and objectives associated with them.

Child play of Mightier

Ad lib child biofeedback video game play in home

Group Type EXPERIMENTAL

Mightier

Intervention Type BEHAVIORAL

Mightier is 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.

Interventions

Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.

Mightier

Mightier is 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.

Intervention Type BEHAVIORAL

Eligibility Criteria

Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.

Inclusion Criteria

* Parent or caregivers have a child engaging with the heart rate biofeedback intervention Mightier

Exclusion Criteria

* None
Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

Meet the organizations funding or collaborating on the study and learn about their roles.

Neuromotion Labs

INDUSTRY

Sponsor Role lead

Responsible Party

Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.

Alyssa Peechatka

Lead Scientist

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

Explore where the study is taking place and check the recruitment status at each participating site.

Neuromotion Inc

Boston, Massachusetts, United States

Site Status

Countries

Review the countries where the study has at least one active or historical site.

United States

Other Identifiers

Review additional registry numbers or institutional identifiers associated with this trial.

NML

Identifier Type: -

Identifier Source: org_study_id

More Related Trials

Additional clinical trials that may be relevant based on similarity analysis.

Mood Lifters for Undergraduates
NCT05684120 COMPLETED NA
A Novel ACT-based Video Game
NCT04566042 COMPLETED NA
Games & Well-Being Study
NCT01886911 COMPLETED NA
Self-help App and Wellbeing
NCT04911803 COMPLETED NA
Game Intervention for Resilience
NCT07235696 RECRUITING NA