The purpose of this study is to learn whether a new family therapy using computer games with biofeedback might help people at clinical high risk for psychosis and their family members learn to experience less stress and have fewer mental health challenges.
CALMS revolves around the use of Emotional Manipulatives (EM) developed at Boston Children's Hospital (BCH). EM are single and multi-user biofeedback games designed to enhance executive control of emotion. The intervention and EM in CALMS were adapted from those used in Anger Control Training (ACT) with Regulate and Gain Emotional Control (RAGE-Control). In a randomized controlled trial at BCH, ACT and RAGE-Control relative to "sham" video-game play without biofeedback led to significantly greater reductions of aggression in adolescents and greater improvement in family functioning. In this feasibility study, family dyads will participate in 12 sessions aimed at 1. enhancing engagement through the use of video and other games, 2. enhancing stress resilience through biofeedback, education, and individualized stress-reduction practice, and 3. harnessing the power of the family to enhance contextual learning and the generality and duration of effects. Clinical, self-report, and heart rate measures will be assessed at baseline, 4, 8, and 12 week assessments.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
TREATMENT
Masking
NONE
Enrollment
25
Family Therapy; Multi-user Biofeedback Videogames
Beth Israel Deaconess Medical Center
Boston, Massachusetts, United States
Feasibility: Percent of referred who consent and meet study criteria
Enrollment
Time frame: Up to six months
Feasibility: Percent of 12 sessions completed
Engagement: Percent of sessions completed by consented and eligible participants
Time frame: Up to six months
Feasibility: Counts of premature termination of intervention
Time frame: Up to six months
Feasibility: Self-report of Credibility/Satisfaction
Individual and family member self-report
Time frame: 12 week assessment or last assessment completed
Feasibility: Self-report of User Experience
Self-report of ability to learn/use technology to lower stress reactivity
Time frame: 12 week assessment or last assessment completed
Change in Perceived Stress relative to Baseline
Self-report via Perceived Stress Scale
Time frame: Weeks 4, 8, and 12 Assessments
Change relative to Baseline in Youth Perceptions of Relationship with Family Member
Self-report of conflict, criticism, and warmth in relationship with participating family member
Time frame: Weeks 4, 8, 12 Assessments
Change relative to Baseline in Parent Perceptions of Relationship with Adolescent or Young Adult
Self-report of conflict, criticism, and warmth in relationship with youth
This platform is for informational purposes only and does not constitute medical advice. Always consult a qualified healthcare professional.
Time frame: Weeks 4, 8, 12 Assessments
Positive Symptom Score Change relative to Baseline
Total positive symptom score according to the Structured Interview of Psychosis-risk Syndromes (SIPS)
Time frame: Weeks 4,8, and 12 Assessments
Change in Social and Role Functioning relative to Baseline
Global Functioning: Social \& Role Scales;
Time frame: Weeks 4, 8, and 12 Assessments
Change in Global Functioning relative to Baseline
SIPS Global Assessment of Functioning
Time frame: Weeks 4, 8, and 12 Assessments
Safety: Change in Hostility/Aggression relative to Baseline
Self-report
Time frame: Weeks 4, 8, and 12
Safety: Change in Video-game Addiction relative to Baseline
Self-report
Time frame: Weeks 4, 8, and 12
Difference in reaction times for emotional and calm faces on an Emotional Go/NoGo Task
Executive Control of Emotion
Time frame: Baseline, Weeks 4,8, and 12