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How Biofeedback Video Games are Helping Children and Adolescents Build Automaticity for
Managing and Controlling Emotions
Emily Stone, MSW, LICSW
Learning Objectives: 1. State what biofeedback technology is and how it works.2. Explain what automaticity is and what the process for developing
automaticity looks like.3. Explain how automaticity and biofeedback technology can help clients
who are struggling with emotional regulation.
Emily Stone, MSW, LICSW
Teaching Emotional Regulation
Cognitive Behavioral Therapy (CBT) Model
Recognize Label Learn Tools Use a Tool
Try Another Tool if
Tool Fails
Do This All While Escalated!
What is Biofeedback?
Biofeedback
Biofeedback Video Games
Biofeedback Video Games
Mightier game video
Clinical Trials Related to Biofeedback Video Games
Clinical Trials
Automaticity
Automaticity
Developing Automaticity
Shen (2013)
Automaticity and Teaching Emotional Regulation
Recognize Label Learn Tools
Use a Tool
Try Another Tool if Tool Fails
Body Senses Increase in Heart Rate
Automatic Response to Use Tool
How Are We Changing Social Emotional Learning?
● Meeting kids where they are at ● Creating a fun and welcoming environment for kids to explore without judgment or criticism ● Giving kids autonomy and independence to build self-esteem and confidence ● Allowing kids to practice emotional regulation while they are dysregulated so they can use
skills later in the real world
What symptoms are biofeedback video games beneficial for?
Anger
Opposition
AnxietyADHD
Autism
Who are biofeedback video games beneficial for?
Success Stories
n=1547
ReferencesDucharme P., Kahn, J., Vaudruiel, C., Waber, D., Forbes, P., Ross, A., Rotenberg, A., GonzalezHeydrich, J. (2015). RAGE-Control: A
Therapeutic Videogame Augments CBT for the Treatment of Anger and Dysregulated Behavior. Poster presented at the Annual
Conference of the American Association of Child and Adolescent Psychiatrists.
Ducharme, P., Wharff, E., Hutchinson, E., Kahn, J., Logan, G., & Gonzalez-Heydrich, J. (2012). Videogame assisted emotional
regulation training: An ACT with RAGE-Control case illustration. Clinical Social Work Journal, 40(1), 75-84.
Kahn, J., Ducharme, P., Rotenberg, A., & Gonzalez-Heydrich, J. (2013). “RAGE-Control”: a game to build emotional strength. GAMES
FOR HEALTH: Research, Development, and Clinical Applications, 2(1), 53-57.
Shen, J. (2013). The Science of Practice: What Happens When You Learn a New Skill. Retrieved from
https://lifehacker.com/the-science-of-practice-what-happens-when-you-learn-a-510255025
Vaudruiel, C., Chasser, Y., Hoover, C., Jacobs, L., Hirshfeld-Becker, D. (2017). RAGE Control: Teaching Emotional Self-Regulation
Through Videogame Play. Poster presented at the Annual Conference of the American Association of Child and Adolescent
Psychiatrists.