- ICH GCP
- Amerikanska kliniska prövningsregistret
- Klinisk prövning NCT02007616
Cognitive Aging and Training With Video-games
27 maj 2015 uppdaterad av: Soledad Ballesteros, Universidad Nacional de Educación a Distancia
Compensation Factors of Cognitive Ageing: Using Computer Technology to Reduce Cognitive Decline in Ageing
The ageing of the population will inevitably lead to a growing number of older people living alone and in need of care.
Given the high cost of geriatric care, a critical research issue is exploring ways to improve or maintain cognitive and functional status in old age.
Unfortunately, it has been shown that training those specific cognitive processes most sensitive to ageing (such as speed of processing or working memory), produces only limited beneficial effects.
However, research also suggests that factors such as cognitive engagement, physical activity and social context may act as more general modulators of cognitive decline.
This project is a longitudinal study with experimental and control groups.
It is inspired from the engagement model of cognitive optimization suggesting that a lifestyle marked by social and intellectual engagement may mitigate age-related declines on cognitive functioning.
It uses new cutting-edge information computing technology (ICT) solutions to improve or simply maintain cognitive functions in the elderly.
This research investigates how the treatment reduces the effects of cognitive age-related decline in executive control processes and episodic (explicit) memory using behavioral and imaging measures.
The results will provide significant knowledge on the potential of new ICT technologies to delay, compensate, and even prevent common chronic problems experienced by the elderly population.
The hypothesis is that cognitive training with video-games through ICT solutions will promote brain and mental health and independence.
Ultimately, the objective is to contribute to the understanding of factors that help avoiding the (personal and economic) consequences of long-term care in geriatric institutions.
Studieöversikt
Status
Avslutad
Intervention / Behandling
Detaljerad beskrivning
The aim of the present project was to investigate whether older adults could benefit from brain training with video games in a series of cognitive tasks.
Two groups of healthy older adults participated in the study.
The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks.
The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study.
Both groups were evaluated before and after the training (experimental group) or a similar period of time (control group) using different cognitive tasks in a 2 (Group: Experimental, control) x 2 (Time os assessment: Pre, post) mixed factorial design.
Studietyp
Interventionell
Inskrivning (Faktisk)
30
Fas
- Inte tillämpbar
Kontakter och platser
Det här avsnittet innehåller kontaktuppgifter för dem som genomför studien och information om var denna studie genomförs.
Studieorter
-
-
-
Madrid, Spanien, 28040
- Facultad de Psicología de la UNED
-
-
Deltagandekriterier
Forskare letar efter personer som passar en viss beskrivning, så kallade behörighetskriterier. Några exempel på dessa kriterier är en persons allmänna hälsotillstånd eller tidigare behandlingar.
Urvalskriterier
Åldrar som är berättigade till studier
57 år till 85 år (Vuxen, Äldre vuxen)
Tar emot friska volontärer
Ja
Kön som är behöriga för studier
Allt
Beskrivning
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.
Studieplan
Det här avsnittet ger detaljer om studieplanen, inklusive hur studien är utformad och vad studien mäter.
Hur är studien utformad?
Designdetaljer
- Primärt syfte: Förebyggande
- Tilldelning: Randomiserad
- Interventionsmodell: Parallellt uppdrag
- Maskning: Enda
Vapen och interventioner
Deltagargrupp / Arm |
Intervention / Behandling |
|---|---|
|
Experimentell: Non-action video game training
20 1-hour sessions of non-action video game training
|
Based on cognitive training Lumosity
|
|
Inget ingripande: Control
Participants in the control group did not receive non-action video game training
|
Vad mäter studien?
Primära resultatmått
Resultatmått |
Åtgärdsbeskrivning |
Tidsram |
|---|---|---|
|
Neuropsychological testing
Tidsram: Baseline, 12 weeks, and 24 weeks
|
Improvement in Neuropsychological tests after training
|
Baseline, 12 weeks, and 24 weeks
|
|
Oddball task
Tidsram: Baseline, 12 weeks, and 24 weeks
|
Improvement in attention after training
|
Baseline, 12 weeks, and 24 weeks
|
|
Wisconsin task
Tidsram: Baseline, 12 weeks, and 24 weeks
|
Improvement in executive functions
|
Baseline, 12 weeks, and 24 weeks
|
|
Speed of processing task
Tidsram: Baseline, 12 weeks, and 24 weeks
|
Improvement in processing speed after training
|
Baseline, 12 weeks, and 24 weeks
|
|
Spatial working memory (WM)
Tidsram: Baseline, 12 weeks, and 24 weeks
|
Improvement in spatial working memory
|
Baseline, 12 weeks, and 24 weeks
|
Sekundära resultatmått
Resultatmått |
Åtgärdsbeskrivning |
Tidsram |
|---|---|---|
|
Efficacy of non-action video game training
Tidsram: Up to 12 weeks
|
Efficacy of training: Better performance in the trained video games from first training session to the last training session (from 1 to 20 sessions)
|
Up to 12 weeks
|
Samarbetspartners och utredare
Det är här du hittar personer och organisationer som är involverade i denna studie.
Utredare
- Huvudutredare: Soledad Ballesteros, PhD, UNED
Publikationer och användbara länkar
Den som ansvarar för att lägga in information om studien tillhandahåller frivilligt dessa publikationer. Dessa kan handla om allt som har med studien att göra.
Allmänna publikationer
- Ballesteros S, Mayas J, Prieto A, Toril P, Pita C, Laura Pde L, Reales JM, Waterworth JA. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up. Front Aging Neurosci. 2015 Apr 14;7:45. doi: 10.3389/fnagi.2015.00045. eCollection 2015.
- Mayas J, Parmentier FB, Andres P, Ballesteros S. Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial. PLoS One. 2014 Mar 19;9(3):e92269. doi: 10.1371/journal.pone.0092269. eCollection 2014.
Studieavstämningsdatum
Dessa datum spårar framstegen för inlämningar av studieposter och sammanfattande resultat till ClinicalTrials.gov. Studieposter och rapporterade resultat granskas av National Library of Medicine (NLM) för att säkerställa att de uppfyller specifika kvalitetskontrollstandarder innan de publiceras på den offentliga webbplatsen.
Studera stora datum
Studiestart
1 januari 2011
Primärt slutförande (Faktisk)
1 juni 2013
Avslutad studie (Faktisk)
1 september 2013
Studieregistreringsdatum
Först inskickad
4 december 2013
Först inskickad som uppfyllde QC-kriterierna
10 december 2013
Första postat (Uppskatta)
11 december 2013
Uppdateringar av studier
Senaste uppdatering publicerad (Uppskatta)
28 maj 2015
Senaste inskickade uppdateringen som uppfyllde QC-kriterierna
27 maj 2015
Senast verifierad
1 maj 2015
Mer information
Termer relaterade till denna studie
Nyckelord
Andra studie-ID-nummer
- PSI2010-21609-C02-01
Denna information hämtades direkt från webbplatsen clinicaltrials.gov utan några ändringar. Om du har några önskemål om att ändra, ta bort eller uppdatera dina studieuppgifter, vänligen kontakta register@clinicaltrials.gov. Så snart en ändring har implementerats på clinicaltrials.gov, kommer denna att uppdateras automatiskt även på vår webbplats .