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Attention and Memory Training With Video Games in Old Age (AGEGAME)

U

Universidad Nacional de Educación a Distancia

Status

Completed

Conditions

Ageing

Treatments

Behavioral: Experimental: Non-action video game training
Behavioral: Active Comparator: Non-cognitive video game training

Study type

Interventional

Funder types

Other

Identifiers

NCT02796508
PSI2013-41409R

Details and patient eligibility

About

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.

Enrollment

75 patients

Sex

All

Ages

55 to 84 years old

Volunteers

Accepts Healthy Volunteers

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.

Trial design

Primary purpose

Prevention

Allocation

Randomized

Interventional model

Parallel Assignment

Masking

Single Blind

75 participants in 2 patient groups

Non-action video game training
Experimental group
Description:
Experimental: Non-action video game training 16 1-hour training sessions with 10 non-action video game training selected games from Lumosity.
Treatment:
Behavioral: Experimental: Non-action video game training
Non-cognitive video game training
Active Comparator group
Description:
Active Control: Non-cognitive social video game training 16 1-hour training sessions with non-cognitive video game training with social games from The Sims.
Treatment:
Behavioral: Active Comparator: Non-cognitive video game training

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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