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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


  1. How Biofeedback Video Games are Helping Children and Adolescents Build Automaticity for Managing and Controlling Emotions Emily Stone, MSW, LICSW

  2. 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.

  3. Emily Stone, MSW, LICSW

  4. Teaching Emotional Regulation

  5. Cognitive Behavioral Therapy (CBT) Model Do This All While Escalated! Try Learn Another Recognize Label Use a Tool Tools Tool if Tool Fails

  6. What is Biofeedback?

  7. Biofeedback

  8. Biofeedback Video Games

  9. Biofeedback Video Games

  10. Mightier game video

  11. Clinical Trials Related to Biofeedback Video Games

  12. Clinical Trials

  13. Automaticity

  14. Automaticity

  15. Developing Automaticity Shen (2013)

  16. Automaticity and Teaching Emotional Regulation Try Another Learn Use a Recognize Label Tool if Tools Tool Tool Fails Body Senses Automatic Increase in Response to Heart Rate Use Tool

  17. 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

  18. What symptoms are biofeedback video games beneficial for? Anger Opposition ADHD Anxiety Autism

  19. Who are biofeedback video games beneficial for?

  20. Success Stories n=1547

  21. Questions/ Contact Us: Emily Stone : emily@mightier.com Mightier Website : www.mightier.com

  22. References Ducharme 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.

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