SCGs as a Proxy for Determining the Cognitive Status of Older Adults

April 11, 2024 updated by: University of Alberta

Serious Computer Games as a Proxy for Determining the Cognitive Status of Older Adults

Detecting memory problems early is crucial for treating conditions like Mild Cognitive Impairment (MCI), which often leads to dementia. Currently, doctors use tests in clinics to check for these issues. However, there's a growing need for better methods to monitor our cognitive skills over time. Computer games emerge as a cost-effective solution for assessing the brain functions of older adults.

In our study, we are investigating the potential of computer games to reflect the cognitive skills of older adults. We developed the VibrantMinds platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. We have evaluated these games for ease of use, enjoyment, and their impact on brain functions. Now, our goal is to determine whether these games can offer valuable insights into the cognitive skills of older adults.

We are collecting demographic data, game-playing data, and cognitive test results. Our analysis will determine the correlation between game data, cognitive test outcomes, and demographic information. Additionally, we will assess both the perceived and observed engagement of older adults as they play the games.

Study Overview

Study Type

Observational

Enrollment (Estimated)

58

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Contact

  • Name: Adriana M Rios Rincon, PhD, R.OT
  • Phone Number: 780-492-1728
  • Email: aros@ualberta.ca

Study Contact Backup

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

  • Older Adult

Accepts Healthy Volunteers

Yes

Sampling Method

Non-Probability Sample

Study Population

Older healthy adults (cognitively intact) Older adults with Mild Cognitive Impairment Older adults with Dementia

Description

Inclusion Criteria:

  • Reside in Calgary and/or Edmonton, Alberta, Canada
  • sufficient English language skills to converse in English with research staff

Exclusion Criteria:

  • Moderate or severe limitations in the control or movement of the upper extremity (e.g., severe arthritis, amyotrophic lateral sclerosis, multiple sclerosis)
  • Visual and hearing impairments
  • Attention deficit

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

Cohorts and Interventions

Group / Cohort
Intervention / Treatment
Serious Computer Game Intervention

Older Adults (healthy), Older adults with MCI, older adults with dementia

Each participant will undergo three sessions, spaced one week apart. These sessions will take place either at locations that support the research team's activities or at the participants' homes, offering flexibility to accommodate individual circumstances. The format of these sessions can vary, being either group-based or individual.

Each session is designed to last approximately one hour, with a maximum duration of 90 minutes to ensure thoroughness without overwhelming participants.

We are exploring the potential of computer games to reveal insights into the cognitive abilities of older adults. We developed the VibrantMinds (https://vibrant-minds.org/vibrantminds2/start) platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. Our evaluation focused on the usability of these games, their appeal to users, and their effectiveness in enhancing cognitive functions. The next phase of our study aims to determine whether these games can offer meaningful data on the cognitive skills of older adults.
Other Names:
  • Serious Computer Games

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Cognition - Global
Time Frame: At each session (3 sessions total, once per week, one week apart)
The Montreal Cognitive Assessment (MoCA) is a brief 30-point test used to screen for cognitive dysfunction in areas including memory, language, visuospatial skills, executive functions, attention, concentration, and orientation. A score of 26 or above is considered normal. Lower scores suggest potential cognitive impairment.
At each session (3 sessions total, once per week, one week apart)

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Cognition - Global
Time Frame: At each session (3 sessions total, once per week, one week apart)
The Mini-Mental State Examination (MMSE) is a widely used 30-point questionnaire that assesses cognitive function, including orientation, recall, attention, calculation, language, and basic motor skills. A score of 24 or above typically indicates normal cognitive function, while lower scores suggest possible impairment.
At each session (3 sessions total, once per week, one week apart)
Cognition - Executive Function
Time Frame: At each session (3 sessions total, once per week, one week apart)

Trail Making Test, Part A and B. The norms and average completion times for the Trail Making Test (TMT) Parts A and B can vary significantly based on age, education, and the specific population being tested. However, general guidelines can provide some insight:

TMT Part A: Average completion times for adults can range from 20 to 40 seconds. Younger adults and those with higher levels of education tend to complete Part A more quickly. Completion times increase with age.

TMT Part B: This part is more complex and typically takes longer to complete, with average times ranging from 50 to 120 seconds.

At each session (3 sessions total, once per week, one week apart)
Game Performance
Time Frame: Obtained during each game (game played at each session, once per week, one week apart)
Level, Accuracy, Time
Obtained during each game (game played at each session, once per week, one week apart)
Game Engagement
Time Frame: At each session (3 sessions total, once per week, one week apart)
Self-reported questionnaire of engagement and engagement indicators
At each session (3 sessions total, once per week, one week apart)

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Publications and helpful links

The person responsible for entering information about the study voluntarily provides these publications. These may be about anything related to the study.

Helpful Links

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Estimated)

May 1, 2024

Primary Completion (Estimated)

May 1, 2025

Study Completion (Estimated)

July 1, 2025

Study Registration Dates

First Submitted

March 23, 2024

First Submitted That Met QC Criteria

April 11, 2024

First Posted (Actual)

April 16, 2024

Study Record Updates

Last Update Posted (Actual)

April 16, 2024

Last Update Submitted That Met QC Criteria

April 11, 2024

Last Verified

April 1, 2024

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

No

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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