Adding Printed CBT Materials to a Pediatric Digital Intervention

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age4-16
SponsorNeuromotion Labs

About this trial

The primary goal of this study is to demonstrate that engaging with "offscreen" physical materials that focus on teaching and practicing Cognitive Behavioral Therapy-based skills alongside a digital emotional regulation intervention results in greater symptom improvement in kids than engaging with the digital intervention alone.

Participants are children who are using Mightier a video-game based heart rate biofeedback intervention used to build emotion regulation. Caregivers will be asked to complete a short survey prior to their child's first play and then complete that survey at 12 weeks post baseline.

The pre-post self-report design, combined with analyses accounting for engagement with offscreen materials will allow the investigators to observe changes during Mightier use and relate those changes to type of program engagement. (edited)

Eligibility criteria

Qualifiers

Age 4-16 years old at time of enrollment

Regular access to WiFi (for Mightier gameplay device connection)

Independently elected to engage with Mightier program

Disqualifiers

Previous use of Mightier

Under the age of 4

Older then 16 years of age

Trial design

Treatments tested in this trial

  • Mightier

Treatment groups

150 Participants
are divided into 1 treatment group

Locations

This trial has no locations

Sponsors and collaborators