- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT02796508
Attention and Memory Training With Video Games in Old Age (AGEGAME)
Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory
Neuroplasticity-based approaches seem very promising to maintain cognitive health in older adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this project are threefold:
- the evaluation of the effects of a neuroplasticity-based-cognitive randomized computer-based intervention consisting in training with non-action video games on brain and cognitive functions that decline with ageing, including attention and spatial working memory (WM), in older adults using behavioral measures and electrophysiological recordings (event-related potentials -ERPs- and event-related spectral perturbations -ERSPs);
- the study of the effects of age and 3 months maintenance on the cognitive and neural signatures of transfer effects to attentional and spatial WM tasks; and
- to investigate the neuroinflammatory mechanisms assessed by non-invasive methods in saliva from participants underlying cognitive training-induced effects.
A better understanding of these mechanisms elucidates pathways that may be targeted in the future, either by behavioral or neuropsychological interventions. To achieve these aims, the investigators will recruit between 60-80 older adults volunteers to participate in the randomized, controlled, single-blind study. After screening, participants will be randomly distributed in one of these two groups: experimental and active control. Participants in the experimental group will receive 16 1 hour computerized training with non-action video games. The active control group will receive 16 1 hour training sessions with a social video game. The design is a mixed factorial design with type of intervention (experimental, active control) and assessment session (pre, post, maintenance). The results from the proposed research project will clarify the existence of transfer-of-benefit and neural mechanisms underlying cognitive improvement. The hypothesis is that mental stimulation through non-action video games will improve attention and memory, promoting brain and mental health, and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care.
Study Overview
Status
Conditions
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
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Madrid, Spain, 28040
- Department of Basic Psychology II (UNED)
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Participation Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- Mini-Mental State Examination (MMSE) score 26 or greater
- Global Deterioration Scale (GDS) score less than 5
- Independent living
- Normal or correct to normal vision and hearing
Exclusion Criteria:
- Diagnosis of dementia
- Planned move from study area
- Inability to complete study activities
- Scores lower than inclusion criteria requirements
- Communication problems.
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
---|---|
Experimental: Non-action video game training
Experimental: Non-action video game training 16 1-hour training sessions with 10 non-action video game training selected games from Lumosity.
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PSI2013-41409R.
Effects of video game training on behavioral and neuroimaging measures of attention and memory
Other Names:
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Active Comparator: Non-cognitive video game training
Active Control: Non-cognitive social video game training 16 1-hour training sessions with non-cognitive video game training with social games from The Sims.
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16 training sessions with The Sims over 8-10 weeks in small groups
Other Names:
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What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
---|---|---|
STROOP-Negative Priming
Time Frame: Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks
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Participants with non-action video-game training, change from baseline in selective attention and capacity to inhibit information on Stroop-Negative Priming task at 15 weeks and maintenance at 30 weeks
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Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks
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ODDBALL
Time Frame: Change from Baseline oddball task at 15 weeks and 30 weeks
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Participants with non-action video-game training, change from baseline in alertness and distraction on Oddball task at 15 weeks and maintenance at 30 weeks
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Change from Baseline oddball task at 15 weeks and 30 weeks
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N-BACK
Time Frame: Change from Baseline N-back task at 15 weeks and 30 weeks
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Participants with non-action video-game training, change from baseline in working memory on N-back task at 15 weeks and maintenance at 30 weeks
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Change from Baseline N-back task at 15 weeks and 30 weeks
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CORSI BLOCK
Time Frame: Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks
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Participants with video-game training, change from baseline in spatial working memory on Corsi block task after at 15 weeks and maintenance at 30 weeks
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Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks
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Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
---|---|---|
Improvement of the performance (accuracy scores) obtained on the non-action video games (experimental group) and the non-cognitive video games (active comparator) comparing accuracy scores of the first to the last training session.
Time Frame: Change from the first training session to the last (16th) training session, up to 12 weeks
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Efficacy of training: Better performance in the trained video games from first to the last training session comparing accuracy scores of the first to the last training session.
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Change from the first training session to the last (16th) training session, up to 12 weeks
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Level of motivation assessed with a questionnaire
Time Frame: Maintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks.
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Maintenance of motivation from the first to the last training sessions
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Maintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks.
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Collaborators and Investigators
Investigators
- Principal Investigator: Soledad Ballesteros, Ph.D., Departament of Basic Psychology II, Universidad Nacional de Educación a Distancia (UNED)
Publications and helpful links
General Publications
- Ballesteros S, Mayas J, Ruiz-Marquez E, Prieto A, Toril P, Ponce de Leon L, de Ceballos ML, Reales Aviles JM. Effects of Video Game Training on Behavioral and Electrophysiological Measures of Attention and Memory: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2017 Jan 24;6(1):e8. doi: 10.2196/resprot.6570.
- Ballesteros S, Mayas J, Prieto A, Ruiz-Marquez E, Toril P, Reales JM. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial. Front Aging Neurosci. 2017 Nov 1;9:354. doi: 10.3389/fnagi.2017.00354. eCollection 2017.
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Estimate)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- PSI2013-41409R
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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