Vaudreuil Carrie, Abel Madelaine R, Barnett Yvonne, DiSalvo Maura, Hirshfeld-Becker Dina R
Sage Therapeutics Inc, Cambridge, MA, USA.
Child Cognitive Behavioral Therapy Program, Department of Psychiatry, Massachusetts General Hospital, 55 Fruit Street, Warren 719, Boston, MA, 02114, USA.
Res Child Adolesc Psychopathol. 2024 Dec;52(12):1847-1859. doi: 10.1007/s10802-024-01259-w. Epub 2024 Oct 23.
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.
青少年未经治疗的愤怒和攻击行为会增加随后出现心理社会问题的风险。然而,鉴于获得治疗的障碍和高流失率,让青少年参与愤怒治疗可能会很困难。本研究调查了学习放松技巧并使用一款电子游戏来练习这些技巧(该游戏的操作取决于保持心率接近基线水平)是否有助于儿童学会管理愤怒和攻击行为。将7至17岁愤怒水平较高的青少年(N = 39)随机分为接受主动电子游戏组或显示心率但在心率升高时不停止游戏的对照组。青少年接受了基线筛查、6次治疗课程以及2周和3个月后的随访评估。与对照组相比,主动组的儿童在治疗后2周时,临床医生评定的攻击严重程度(d = 1.48)和青少年评定的情绪失调(d = 3.46)有显著更大的改善。主动组在3个月随访时保持了这些改善,但与对照组不再有显著差异。对于家长报告的情绪失调和攻击行为,干预效果不显著。此外,在6次课程过程中,干预组青少年(而非对照组)心率低于基线的时间增加。研究结果表明,在儿童等待长期门诊治疗期间,一种有前景的简短干预措施可减少其攻击行为和情绪失调。临床试验注册号:NCT03270813。