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STUDY DESIGN In this clinical trial, randomized versus control group, unblinded, the aim is to demonstrate the neuropsychological, structural and functional benefit of an intervention using video games in child cancer survivors.
POPULATION OF THE STUDY The target population participating in the study will include patients of either sex aged 8-17 years who completed cancer treatment 1-5 years ago. They must have received treatment with neurotoxic potential: intrathecal/intraventricular chemotherapy, high-dose chemotherapy with crossing of the blood-brain barrier, CNS radiotherapy or hematopoietic stem cell transplantation (HSCT).
Full description
BACKGROUND AND RATIONALE Several authors have described specific cognitive damage following cancer treatments (often chemotherapy and radiotherapy), which has been termed "chemo-brain". This condition produces alterations in different neurocognitive fields such as memory, learning, concentration, reasoning, executive functions, attention and visuospatial skills.
In this research project the investigator team propose an intervention aimed at one of the most limiting adverse effects of cancer and its treatment such as neurocognitive deficits through technological game platforms and brain training used in a directed, controlled and supervised manner.
HYPOTHESIS
VARIABLES
Clinically relevant improvement with moderate or large effect size in the following parameters as measured by neuropsychological tests: TAVECI/TAVEC, CATA, TONI-4 (form A), Digits, SDMT, ROCF, TFV, Stroop, Vocabulary
Statistically significant changes in neuroimaging tests. The following variables will be measured:
Statistically significant changes in immune and inflammatory biomarkers before and after treatment:
STUDY DESIGN
In this clinical trial, randomized versus control group, unblinded, the aim is to demonstrate the neuropsychological, structural and functional benefit of an intervention using video games in child cancer survivors, patients will follow the following phases:
POPULATION OF THE STUDY The target population participating in the study will include patients of either sex aged 8-17 years who completed cancer treatment 1-5 years ago. They must have received treatment with neurotoxic potential: intrathecal/intraventricular chemotherapy, high-dose chemotherapy with crossing of the blood-brain barrier, CNS radiotherapy or hematopoietic stem cell transplantation (HSCT).
TREATMENT OF THE STUDY Type of intervention
Cognitive training through 3 types of video games:
The patient will receive the treatment for a period of 12 weeks, in which they will commit to use the video games of the intervention with the following pattern:
SAMPLE SIZE It is planned to recruit 56 patients (28 patients for each group, of which 14 will be from the 8-12 years age group and 14 will be from the 13-17 years age group). Recruitment will be for 12 months, with a follow-up period for each patient of 6 months.
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Inclusion criteria
Patients between 8 and 17 years of age at the time of recruitment.
Have completed treatment between 1 and 6 years prior to recruitment.
Have had one of the following diagnoses:
Having received at least one of the following treatments:
Informed consent signed by parent/guardian.
Exclusion criteria
Active oncologic disease or relapse of active oncologic disease.
Prior neurological or psychiatric pathology that may preclude trial or treatment evaluations:
Current or recent (less than 1 year) use of other cognitive stimulation or brain training that may interfere with study results.
Refusal to abstain from the use of the study treatment games in case of being assigned to group B (control group).
Medical treatment that may significantly interfere with neuropsychological, imaging or biomarker assessments.
Primary purpose
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Interventional model
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56 participants in 2 patient groups
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Central trial contact
Carlos Gonzalez-Perez, MD
Data sourced from clinicaltrials.gov
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