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De-Escalation & Emotional Regulation

Pediatric Psychiatry Inpatient Ward (Ages 6–12)

Advising Clinicians

Dr. Tal Shilton Sheba Hospital Pediatric Psychiatry
Dr. Mariela Mosheva Sheba Hospital
Edmond and Lily Safra Children's Hospital at Sheba Medical Center

Why This Ward Is Unique

Sheba's pediatric psychiatric inpatient ward operates unlike any other in the world.

It is:

  • Transparent and non-punitive
  • Calm, friendly, and relationship-centered
  • Built on respect, trust, and learning
  • Explicitly designed to avoid coercion, punishment, or fear

Children are hospitalized for weeks to months during periods of acute crisis—yet the environment is intentionally not carceral. The philosophy is simple and radical:

Crisis care works best when children feel safe, respected, and understood.

This creates a rare opportunity for game designers: to build tools that support emotional safety instead of enforcing control.

The Core Problem: Escalation

Escalation is one of the biggest challenges on the ward.

Children often:

  • Experience emotional overwhelm without recognizing early warning signs
  • Lack accessible tools at the moment emotions begin to rise
  • Struggle with impulse control, attention regulation, and self-efficacy
  • Enter cycles where distress → loss of control → shame → more distress

Once escalation reaches a certain point, everyone loses options.

The ward's goal is not to react to violence—but to prevent it.

Two Intertwined Needs

1. Emotional Expression & Early Warning

Children need safe, non-verbal ways to:

  • Express how they feel right now
  • Externalize emotions without judgment
  • Recognize early signs of escalation
  • Signal distress before behavior becomes dangerous

Many children in crisis cannot reliably verbalize emotions in the moment—especially under stress.

2. Regulation & De-Escalation

Decades of research show that certain techniques work:

  • Controlled breathing
  • Rhythmic or somatic release
  • Grounding exercises
  • Sensory modulation
  • Progressive muscle relaxation
  • Mindfulness-based attention shifting

The problem: These techniques usually require staff time, setup, and instruction—which may not be available in the moment escalation begins.

The Opportunity for Games

Games can deliver evidence-based regulation techniques in a way that is:

  • Immediate
  • Child-led
  • Non-judgmental
  • Repeatable
  • Available at the exact moment it's needed

A game can:

  • Create a pause before reaction
  • Channel emotional energy safely
  • Replace harmful behaviors with regulated interaction
  • Build long-term skills through repeated, voluntary use

Importantly: the game is not therapy. It is a tool that supports therapeutic goals in real time.

Design Directions

A. Emotion Recognition Without Judgment

  • Simple, visual, non-text-heavy ways for children to identify emotional states
  • No "right" or "wrong" answers
  • Validation over correction
  • Focus on awareness, not diagnosis

B. Emotion-Responsive Interaction

  • Activities that adapt based on emotional state
  • Safe outlets for high energy, frustration, or agitation
  • Calming, grounding experiences for anxiety or overwhelm
  • Gentle engagement for sadness or withdrawal

C. De-Escalation on Demand

  • A clearly accessible way for a child to self-initiate calming interaction
  • Zero friction: no menus, no loading, no failure states
  • Experiences that physiologically support calming (breathing, rhythm, grounding)

D. Leaving the Child Calmer Than They Arrived

  • Sessions should end in a regulated state
  • Avoid activating experiences without a cool-down
  • Emphasize settling, not stimulation

Evidence-Based Techniques to Inspire Your Design

The ward already uses well-established, research-backed regulation techniques in non-digital form. These are shared as inspiration—not prescriptions. A well-designed game could make them more accessible, immediate, and child-led.

Guided Breathing & Visual Rhythm

Slow, guided breathing is one of the most reliable ways to activate the parasympathetic nervous system and reduce physiological arousal.

Possible game interpretations:

  • Visual elements that expand and contract to set breathing pace
  • Hypnotic or gently looping animations that reward slower rhythm
  • Breathing mapped to color, light, or environmental change

The key is co-regulation through rhythm, not instruction-heavy coaching.

Progressive Muscle Relaxation (Tense / Release)

This helps children reconnect with their bodies and discharge tension safely.

  • Simple prompts to tense and release different body parts
  • Visual or audio cues that mirror tension and relaxation
  • Gentle feedback when relaxation is detected or completed

This works especially well when embedded in play rather than framed as an "exercise."

Grounding & Attention-Shifting

Grounding techniques are already used successfully on the ward through physical books and activities (e.g., "Find 5 blue things," counting tasks).

  • Hidden-object mechanics in calm environments
  • Gentle scavenger hunts
  • Attention redirection through visual search
  • Counting or categorization tasks with no time pressure

These help shift attention away from overwhelming internal states toward safe external focus.

Calming Soundscapes & Sensory Modulation

Sound plays a major role in regulation. Many children have very specific sounds or music that help them calm.

  • Layered ambient soundscapes (water, wind, soft tones)
  • Child-controlled volume and muting
  • Sound as feedback for calming actions
  • Audio that responds dynamically to interaction pace

Sensory control is critical—children should be able to adjust or silence stimuli easily.

Platform & Hardware

Solutions should assume:

  • Rugged tablets, PCs, or similar hospital-safe devices
  • Offline functionality (no internet dependency)
  • Touch-first interaction
  • Optional rugged peripherals: microphones, pressure/squeeze sensors, simple haptics, cameras (if appropriate and approved)

Staff availability should be optional, not required.

What This Is Not

  • Not diagnostic
  • Not punitive
  • Not competitive
  • Not score-driven
  • Not a replacement for staff
  • Not forcing emotional disclosure

Behavior and engagement—not performance—are what matter.

Optional: Thoughtful, Privacy-First Observation

If teams choose to explore data:

  • Child and parent consent is mandatory
  • Privacy-first, minimal collection
  • Focus on patterns, not scoring

Potential signals (examples only):

  • Frequency of self-initiated calming
  • Preferred regulation strategies
  • Time-of-day patterns
  • Changes over time

The purpose is support, not surveillance.

Extra Points For

  • Supporting early de-escalation rather than crisis response
  • Designs that empower children with agency
  • Systems that work without staff mediation
  • Clear alignment with evidence-based regulation techniques
  • Sensitivity to attention, sensory load, and emotional safety

Why Game Developers Matter Here

Clinicians understand escalation. Game designers understand:

  • Feedback loops
  • Friction reduction
  • Flow states
  • Sensory regulation
  • How systems shape behavior without instructions

This challenge asks you to apply game craft to one of the hardest problems in care: helping a child regain control before control is lost.

Why This Matters

This ward proves that crisis care doesn't have to be harsh to be effective.

What's missing are tools that meet children inside the moment of overwhelm—quietly, respectfully, and immediately.

Games can do that.

Not by distracting children from their emotions—but by helping them recognize, regulate, and move through them safely.

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