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Video game therapy aims to calm troubled teens

NCT ID NCT05022550

Summary

This study tested whether a special virtual reality video game could help teenagers in the juvenile justice system learn to control their emotions better. Researchers wanted to see if the game was enjoyable and practical for teens to use, and if playing it could lead to improvements in their emotional regulation and symptoms of trauma. The game used biofeedback, where players see real-time information about their body's stress signals, like heart rate, to help them learn to calm down.

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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.