RAGE Control: Regulate and Gain Emotional Control.

Children's Hospital & Harvard Medical School, Boston, USA.
Studies in health technology and informatics 02/2009; 149:335-43.
Source: PubMed


Advances in neurobiology and computer science make possible interventions designed to strengthen basic processes behind emotional control. We present one such computer-based intervention, RAGE Control (Regulate And Gain Emotional Control). This extends the usual paradigm of biofeedback by requiring relaxation in the midst of engaging executive processes in a quick reaction task. RAGE Control teaches children to simultaneously focus, react, inhibit impulses, and keep their heart rate down in the context of a traditional space battle game. The program is grounded in the theory of Cognitive Behavioral Therapy and is currently in clinical use by psychotherapists at Children's Hospital in Boston. It aims to reduce the need for psychotropic medication to help children gain emotional control. Clinical trials to test the promise of this technology are warranted.

Download full-text


Available from: Peter Ducharme, Oct 13, 2015
50 Reads
  • [Show abstract] [Hide abstract]
    ABSTRACT: This paper describes the treatment of an adolescent girl (age 16) who received the ACT with RAGE-Control 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 days of an inpatient psychiatric admission. The following case illustrates the theory and techniques of the ACT with RAGE-Control intervention.
    Clinical Social Work Journal 03/2011; 40(1). DOI:10.1007/s10615-011-0363-0 · 0.27 Impact Factor
  • [Show abstract] [Hide abstract]
    ABSTRACT: Emotional regulation is an important skill, and some children require extra support to develop that skill. To address this need, we have built an active biofeedback videogame and incorporated the game into a cognitive behavioral therapy. Our approach requires that players simultaneously attend to a demanding task and still maintain emotional control, forcing practice and skill building in both domains concurrently. Early studies have shown that our approach improves emotional control compared with treatment as usual and has led to promising new developments of emotionally aware toys that can reach younger children.
    02/2013; 2(1):53-57. DOI:10.1089/g4h.2013.0007