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ID
Source
Brief title
Health condition
Aggressive behavior problems
Sponsors and support
Intervention
Outcome measures
Primary outcome
Aggressive behavior problems: CBCL, TRF, IRPRA, and 3 items of a weekly questionnaire
Treatment motivation: 3 items of a weekly questionnaire
Secondary outcome
Emotion regulation: FEEL-KJ and 3 items of a weekly questionnaire
Social information processing: SIV interview and 3 items of a weekly questionnaire
Background summary
A large proportion of children and youth in the mental health care shows externalizing problem behavior, such as aggression (Nederlands Jeugdinsituut, 2015). The prevention and treatment of these problem behaviors is necessary, since this is a serious risk factor for the development of adverse outcomes later in live, such as behavior problems later in life, internalizing problem behavior, substance abuse, and school failure (Sukhodolsky, Kassinove, & Gorman, 2004; Weisz & Kazdin, 2001). Over the past years, knowledge regarding the effectiveness of interventions for aggressive behavior problems has increased (Weisz & Kazdin, 2017). Several (group) interventions are found to effectively decrease aggression, even on the long term (Nederlands Jeugdinstituut, 2015). However, the effects of current evidence-based cognitive behavioral treatments (CBT) on children's aggressive behavior problems are modest at best and do not work for all children (McCart, Priester, Davies, & Azen, 2006). Therefore, it is necessary to examine whether the effectiveness of Intervention for children with aggressive behavior problems can be enhanced. CBT Interventions are expected to be most effective when children's aggressive cognitions are challenged in emotionally involving social situations, because these are the situations that trigger their aggression in real life (Suveg, SouthamĀ Gerow, Goodman, & Kendall, 2007). Virtual reality allows for such exposure within a controlled treatment context. In addition, virtual reality has been found to enhance treatment motivation, which may foster intervention adherence as well as effectiveness. However, it is yet unknown if virtual reality can enhance treatment effects for children with aggressive behavior problems. A randomized controlled trial will be conducted to examine the effectiveness of interactive virtual reality treatment. Children will be randomized into three groups:
1. The virtual reality intervention. This is an individual cognitive behavior therapy (CBT) intervention consisting of 10 sessions. Children practice skills in the VR environment.
2. An active control group. This is the same individual cognitive behavior therapy (CBT) intervention consisting of 1O sessions. Children practice the skills within role plays with the therapist.
3. A passive control group (care-as-usual). These boys will receive care-as-usual.
Study objective
The goal of the present study is to test the effectiveness of an interactive virtual reality intervention for children with aggression problems. Moreover, it is expected that (1) the VR-intervention and the active control group will decrease aggressive behavior problems more than care-as-usual, (2) in addition the VR-intervention will be more effective in treating aggressive behavior problems than current treatments (active control group; in which cognitions and skills are being practiced in role plays), and (3) that children in the VR-intervention will have more treatment motivation than the active control group.
Study design
Three: pre-intervention, post-intervention and 6 month follow-up
Intervention
The current intervention is based on principles of cognitive behavior therapy to enhance emotion regulation and social information processing of boys with aggressive behavior problems. The intervention start with an intake with parents and ten 45-minute sessions with the child will follow. The current intervention will be delivered individually, since earlier research showed larger reductions in children's aggression for individual delivered therapy compared to group delivered therapy. During the intervention children will learn to recognize their anger and train skills to cope with anger. Examples of those skills are taking a time-out, do relaxation exercises and use coping statements. Participants receiving the virtual reality intervention will practice the skills during the therapy in a virtual reality environment. Participants in the active control group will practice in role plays with the therapist. Participants in the passive control group will receive care as usual.
Inclusion criteria
Boys between 8 and 12 years old with aggressive behavior problems.
Exclusion criteria
Absence of aggressive behavior problems, an IQ below 80 and/or severe Autistic Spectrum Disorder. Children who are deaf/blind/have epilepsy will also be excluded from the study.
Design
Recruitment
IPD sharing statement
Followed up by the following (possibly more current) registration
Other (possibly less up-to-date) registrations in this register
No registrations found.
In other registers
Register | ID |
---|---|
NTR-new | NL7959 |
CCMO | NL67139.041.18 |
OMON | NL-OMON46240 |