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An Interactive Mobile App Game to Address Aggression (RegnaTales): Pilot Quantitative Study.

Jeffrey G Ong1, Nikki S Lim-Ashworth1, Yoon P Ooi1,2

  • 1Department of Developmental Psychiatry, Institute of Mental Health, Singapore, Singapore.

JMIR Serious Games
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Summary

Serious games like RegnaTales show promise for helping children manage anger. This study found RegnaTales apps were enjoyable and reduced reactive aggression in children with and without disruptive behavior disorders.

Keywords:
anger managementmental healthmobile appvideo games

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Area of Science:

  • Child and Adolescent Psychology
  • Digital Health Interventions
  • Serious Games Research

Background:

  • Advancements in media technology offer new avenues for learning and skill development.
  • Serious games present an engaging approach for knowledge delivery, particularly in child and adolescent mental health.
  • Barriers in child and adolescent therapy include lack of insight and motivation; serious games may help overcome these.

Purpose of the Study:

  • To develop and evaluate RegnaTales, a series of mobile apps for anger management in children and adolescents.
  • To assess the usability and playability of the RegnaTales apps.
  • To examine changes in children's aggression levels before and after using the game.

Main Methods:

  • 72 children (6-12 years) participated, including 35 with disruptive behavior disorders (DBD) and 37 typically developing (TD).
  • Participants played one of six RegnaTales apps for ~50 minutes.
  • Usability and playability were assessed via questionnaire; aggression was measured using the Reactive-Proactive Aggression Questionnaire pre- and post-gameplay.

Main Results:

  • High enjoyment and playability were reported by both TD and DBD children across all apps.
  • A significant reduction in reactive aggression was observed after playing specific apps (Rage Raver, Abaddon, RegnaTools).
  • Children felt they acquired anger management skills and were motivated to apply them, gaining confidence in their ability to manage anger.

Conclusions:

  • RegnaTales demonstrates feasibility as a serious game intervention for anger management.
  • Preliminary findings suggest a reduction in reactive aggression, supporting its potential use.
  • Further research is warranted to establish efficacy for clinical and community populations.