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Completed

NCT Number: NCT02007616

Cognitive Aging and Training With Video-games

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.

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Key information

Conditions

Age range

57 year–85 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Facultad de Psicología de la UNED

Madrid, 28040, Spain

About this study

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.

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

Non-action video game training

Other

Based on cognitive training Lumosity

Primary outcomes

  1. Neuropsychological testing

    Time frame: Baseline, 12 weeks, and 24 weeks

    Improvement in Neuropsychological tests after training

  2. Oddball task

    Time frame: Baseline, 12 weeks, and 24 weeks

    Improvement in attention after training

  3. Wisconsin task

    Time frame: Baseline, 12 weeks, and 24 weeks

    Improvement in executive functions

  4. Speed of processing task

    Time frame: Baseline, 12 weeks, and 24 weeks

    Improvement in processing speed after training

  5. Spatial working memory (WM)

    Time frame: Baseline, 12 weeks, and 24 weeks

    Improvement in spatial working memory

Secondary outcomes

  1. Efficacy of non-action video game training

    Time frame: 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)

Sponsors and collaborators

Lead sponsor

Universidad Nacional de Educación a Distancia

Other

Registry information

Official study title

Compensation Factors of Cognitive Ageing: Using Computer Technology to Reduce Cognitive Decline in Ageing

Important dates

Study start
2011
Primary completion
2013
Study completion
2013
First posted
Dec 11, 2013
Registry last updated
May 28, 2015

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.

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