Video game therapy for troubled teens

NCT ID NCT05022550

Summary

This study tested whether a virtual reality video game could help teens in the juvenile justice system learn to manage their emotions. The game used biofeedback, where players see their own heart rate and stress responses in real-time to help them practice calming down. Researchers wanted to see if the game was enjoyable and if it could reduce symptoms of trauma and emotional difficulties.

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Contacts and locations

Locations

  • University of Wisconsin

    Madison, Wisconsin, 53705, United States

Conditions

Explore the condition pages connected to this study.