Cognitive Aging and Training With Video-games
2015年5月27日 更新者: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.
研究概览
详细说明
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.
研究类型
介入性
注册 (实际的)
30
阶段
- 不适用
联系人和位置
本节提供了进行研究的人员的详细联系信息,以及有关进行该研究的地点的信息。
学习地点
-
-
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Madrid、西班牙、28040
- Facultad de Psicología de la UNED
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参与标准
研究人员寻找符合特定描述的人,称为资格标准。这些标准的一些例子是一个人的一般健康状况或先前的治疗。
资格标准
适合学习的年龄
57年 至 85年 (成人、年长者)
接受健康志愿者
是的
有资格学习的性别
全部
描述
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.
学习计划
本节提供研究计划的详细信息,包括研究的设计方式和研究的衡量标准。
研究是如何设计的?
设计细节
- 主要用途:预防
- 分配:随机化
- 介入模型:并行分配
- 屏蔽:单身的
武器和干预
参与者组/臂 |
干预/治疗 |
|---|---|
|
实验性的:Non-action video game training
20 1-hour sessions of non-action video game training
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Based on cognitive training Lumosity
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无干预:Control
Participants in the control group did not receive non-action video game training
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研究衡量的是什么?
主要结果指标
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
|
Neuropsychological testing
大体时间:Baseline, 12 weeks, and 24 weeks
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Improvement in Neuropsychological tests after training
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Baseline, 12 weeks, and 24 weeks
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Oddball task
大体时间:Baseline, 12 weeks, and 24 weeks
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Improvement in attention after training
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Baseline, 12 weeks, and 24 weeks
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Wisconsin task
大体时间:Baseline, 12 weeks, and 24 weeks
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Improvement in executive functions
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Baseline, 12 weeks, and 24 weeks
|
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Speed of processing task
大体时间:Baseline, 12 weeks, and 24 weeks
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Improvement in processing speed after training
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Baseline, 12 weeks, and 24 weeks
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Spatial working memory (WM)
大体时间:Baseline, 12 weeks, and 24 weeks
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Improvement in spatial working memory
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Baseline, 12 weeks, and 24 weeks
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次要结果测量
结果测量 |
措施说明 |
大体时间 |
|---|---|---|
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Efficacy of non-action video game training
大体时间:Up to 12 weeks
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Efficacy of training: Better performance in the trained video games from first training session to the last training session (from 1 to 20 sessions)
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Up to 12 weeks
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合作者和调查者
在这里您可以找到参与这项研究的人员和组织。
调查人员
- 首席研究员:Soledad Ballesteros, PhD、UNED
出版物和有用的链接
负责输入研究信息的人员自愿提供这些出版物。这些可能与研究有关。
一般刊物
- 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.
研究记录日期
这些日期跟踪向 ClinicalTrials.gov 提交研究记录和摘要结果的进度。研究记录和报告的结果由国家医学图书馆 (NLM) 审查,以确保它们在发布到公共网站之前符合特定的质量控制标准。
研究主要日期
学习开始
2011年1月1日
初级完成 (实际的)
2013年6月1日
研究完成 (实际的)
2013年9月1日
研究注册日期
首次提交
2013年12月4日
首先提交符合 QC 标准的
2013年12月10日
首次发布 (估计)
2013年12月11日
研究记录更新
最后更新发布 (估计)
2015年5月28日
上次提交的符合 QC 标准的更新
2015年5月27日
最后验证
2015年5月1日
更多信息
与本研究相关的术语
其他研究编号
- PSI2010-21609-C02-01
此信息直接从 clinicaltrials.gov 网站检索,没有任何更改。如果您有任何更改、删除或更新研究详细信息的请求,请联系 register@clinicaltrials.gov. clinicaltrials.gov 上实施更改,我们的网站上也会自动更新.