Skip to main content
OpenTrials
Completed

NCT Number: NCT02796508

Attention and Memory Training With Video Games in Old Age

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:

1. 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); 2. 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 3. 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.

Completed

Looking for future studies?

Notify Me

Key information

Conditions

Age range

55 year–84 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Department of Basic Psychology II (UNED)

Madrid, 28040, Spain

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

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.

Treatment and study plan

Experimental: Non-action video game training

Behavioral

PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory

Other names: 16 training session with Lumosity over 8-10 weeks in small groups

Active Comparator: Non-cognitive video game training

Behavioral

16 training sessions with The Sims over 8-10 weeks in small groups

Other names: Social video game training

Primary outcomes

  1. STROOP-Negative Priming

    Time frame: Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks

    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

  2. ODDBALL

    Time frame: Change from Baseline oddball task at 15 weeks and 30 weeks

    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

  3. N-BACK

    Time frame: Change from Baseline N-back task at 15 weeks and 30 weeks

    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

  4. CORSI BLOCK

    Time frame: Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks

    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

Secondary outcomes

  1. 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

    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.

  2. 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.

    Maintenance of motivation from the first to the last training sessions

Sponsors and collaborators

Lead sponsor

Universidad Nacional de Educación a Distancia

Other

Registry information

Official study title

Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory

Acronym: AGEGAME

Important dates

Study start
2015
Primary completion
2017
Study completion
2017
First posted
Jun 10, 2016
Registry last updated
Oct 30, 2017

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

Published trials that share one or more normalized conditions with this study.