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OpenTrials
Completed

NCT Number: NCT06367231

SCGs as a Proxy for Determining the Cognitive Status of Older Adults

Detecting memory problems early is crucial for treating conditions like Mild Cognitive Impairment (MCI), which often leads to dementia. Currently, doctors use tests in clinics to check for these issues. However, there's a growing need for better methods to monitor our cognitive skills over time. Computer games emerge as a cost-effective solution for assessing the brain functions of older adults.

In our study, we are investigating the potential of computer games to reflect the cognitive skills of older adults. We developed the VibrantMinds platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. We have evaluated these games for ease of use, enjoyment, and their impact on brain functions. Now, our goal is to determine whether these games can offer valuable insights into the cognitive skills of older adults.

We are collecting demographic data, game-playing data, and cognitive test results. Our analysis will determine the correlation between game data, cognitive test outcomes, and demographic information. Additionally, we will assess both the perceived and observed engagement of older adults as they play the games.

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Key information

Age range

65 year and older

Sex eligibility

All sexes

Study type

Observational

Primary location

Alzheimer Society of Alberta and Northwest Territories, Edmonton, Alberta, Canada

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Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • Reside in Calgary and/or Edmonton, Alberta, Canada
  • sufficient English language skills to converse in English with research staff

Exclusion criteria

  • Moderate or severe limitations in the control or movement of the upper extremity (e.g., severe arthritis, amyotrophic lateral sclerosis, multiple sclerosis)
  • Visual and hearing impairments
  • Attention deficit

Treatment and study plan

VibrantMinds

Other

We are exploring the potential of computer games to reveal insights into the cognitive abilities of older adults. We developed the VibrantMinds (https://vibrant-minds.org/vibrantminds2/start) platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. Our evaluation focused on the usability of these games, their appeal to users, and their effectiveness in enhancing cognitive functions. The next phase of our study aims to determine whether these games can offer meaningful data on the cognitive skills of older adults.

Other names: Serious Computer Games

Primary outcomes

  1. Cognition - Global

    Time frame: At each session (3 sessions total, once per week, one week apart)

    The Montreal Cognitive Assessment (MoCA) is a brief 30-point test used to screen for cognitive dysfunction in areas including memory, language, visuospatial skills, executive functions, attention, concentration, and orientation. A score of 26 or above is considered normal. Lower scores suggest potential cognitive impairment.

Secondary outcomes

  1. Cognition - Global

    Time frame: At each session (3 sessions total, once per week, one week apart)

    The Mini-Mental State Examination (MMSE) is a widely used 30-point questionnaire that assesses cognitive function, including orientation, recall, attention, calculation, language, and basic motor skills. A score of 24 or above typically indicates normal cognitive function, while lower scores suggest possible impairment.

  2. Cognition - Executive Function

    Time frame: At each session (3 sessions total, once per week, one week apart)

    Trail Making Test, Part A and B. The norms and average completion times for the Trail Making Test (TMT) Parts A and B can vary significantly based on age, education, and the specific population being tested. However, general guidelines can provide some insight:

    TMT Part A: Average completion times for adults can range from 20 to 40 seconds. Younger adults and those with higher levels of education tend to complete Part A more quickly. Completion times increase with age.

    TMT Part B: This part is more complex and typically takes longer to complete, with average times ranging from 50 to 120 seconds.

  3. Game Performance

    Time frame: Obtained during each game (game played at each session, once per week, one week apart)

    Level, Accuracy, Time

  4. Game Engagement

    Time frame: At each session (3 sessions total, once per week, one week apart)

    Self-reported questionnaire of engagement and engagement indicators

Sponsors and collaborators

Lead sponsor

University of Alberta

Other

Registry information

Official study title

Serious Computer Games as a Proxy for Determining the Cognitive Status of Older Adults

Important dates

Study start
2024
Primary completion
2025
Study completion
2025
First posted
Apr 16, 2024
Registry last updated
Aug 8, 2025

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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