Multi-player Online Video Games for Cognitive Rehabilitation
1 other identifier
interventional
10
0 countries
N/A
Brief Summary
This research project aims to find out if a multiplayer online video game can provide therapeutic benefit for people who have survived a brain injury. Video games provide therapeutic benefits in many contexts (Griffiths, 2005). Players of online multiplayer games behave altruistically and form friendships (Wang and Wang, 2008). These positive emotional effects may enhance cognitive rehabilitation, because the cognitive and emotional sides of rehabilitation are connected (Mateer, 2005). The hypothesis is thus: that playing multiplayer online games can be a useful form of cognitive rehabilitation for brain-injured people. This research will identify whether or not multi-player online video games may be used as a complementary therapeutic tool. A further aim is to develop guidelines which would help others considering the use of video games for cognitive rehabilitation.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Jun 2012
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
January 15, 2012
CompletedFirst Posted
Study publicly available on registry
January 25, 2012
CompletedStudy Start
First participant enrolled
June 1, 2012
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 1, 2012
CompletedStudy Completion
Last participant's last visit for all outcomes
January 1, 2014
CompletedJanuary 25, 2012
January 1, 2012
6 months
January 15, 2012
January 24, 2012
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Player in-game activity data
All player activity is logged on server with timestamp. Data to be logged: * Player movement (ID, location, timestamp) * Messages sent (Sender and recipient IDs, text, timestamp) * In-game objects created or modified (participant ID, object ID, object type, timestamp) Each weekly session will produce one block of this data. The 21 blocks constitute time series data which will be analysed for evidence of improvement in cognitive skills.
Time series data collected each hourly session, weekly, for 21 weeks
Secondary Outcomes (1)
Player attitudes
Weekly , for 21 weeks
Study Arms (1)
GamePlay
EXPERIMENTALInterventions
Participants engage in non-game activity (establish baseline) 7 \* 1 hr weekly; play single-player game 7 \* 1 hr weekly; play multi-player game 7 \* 1 hr weekly.
Eligibility Criteria
You may qualify if:
- Have survived an acquired brain injury
- Have progressed through the acute stage of treatment and rehabilitation
- Be attending a day centre periodically
- Have an interest in playing video games
- Be physically capable of playing a video game, with adjustments to the user interface as required
- Be capable of giving or withholding consent
- Have access to suitable computer with internet access at day centre
You may not qualify if:
- Any history of photosensitive epilepsy
- Any history of ill effects due to playing video games, or if any ill-effects are shown when playing video games
- On advice of medical staff or carer
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Related Publications (4)
Mateer, C. (2005) Fundamentals of cognitive rehabilitation. In Halligan, P., and Wade, D. (Eds.) Effectiveness of rehabilitation for cognitive defects. Oxford University Press
BACKGROUNDGriffiths M. Video games and health. BMJ. 2005 Jul 16;331(7509):122-3. doi: 10.1136/bmj.331.7509.122. No abstract available.
PMID: 16020833BACKGROUNDWang CC, Wang CH. Helping others in online games: prosocial behavior in cyberspace. Cyberpsychol Behav. 2008 Jun;11(3):344-6. doi: 10.1089/cpb.2007.0045.
PMID: 18537505BACKGROUNDMalec, J., Jones, R., Rao, N., Stubbs, K. (1984) Video game practice effects on sustained attention in patients with craniocerebral trauma. Cognitive Rehabilitation 2 (4): 18 - 23
BACKGROUND
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Jason E Colman
University of Portsmouth
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- BASIC SCIENCE
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator
Study Record Dates
First Submitted
January 15, 2012
First Posted
January 25, 2012
Study Start
June 1, 2012
Primary Completion
December 1, 2012
Study Completion
January 1, 2014
Last Updated
January 25, 2012
Record last verified: 2012-01