Department of Basic Psychology II (UNED)
Madrid, 28040, Spain
NCT Number: NCT02796508
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.
Looking for future studies?
Notify Me55 year–84 year
All sexes
Interventional
Not applicable
Madrid, 28040, Spain
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
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
16 training sessions with The Sims over 8-10 weeks in small groups
Other names: Social video game training
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
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
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
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
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.
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
Universidad Nacional de Educación a Distancia
Other
Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory
Acronym: AGEGAME
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.
NCT06805578
Ageing, Cognition Disorders
Singapore
View Trial DetailsNCT05740241
Ageing
Nice, France
View Trial DetailsNCT06332651
Ageing
Wageningen, Gelderland, Netherlands
View Trial DetailsNCT07265869
Ageing, Behavior
Birmingham, West Midlands, United Kingdom
View Trial Details