NCT01518010

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

35
At Risk

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
10

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Jun 2012

Status
unknown

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

Completed
10 days until next milestone

First Posted

Study publicly available on registry

January 25, 2012

Completed
4 months until next milestone

Study Start

First participant enrolled

June 1, 2012

Completed
6 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 1, 2012

Completed
1.1 years until next milestone

Study Completion

Last participant's last visit for all outcomes

January 1, 2014

Completed
Last Updated

January 25, 2012

Status Verified

January 1, 2012

Enrollment Period

6 months

First QC Date

January 15, 2012

Last Update Submit

January 24, 2012

Conditions

Keywords

Brain injuryCognitive rehabilitationVideo game

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

EXPERIMENTAL
Behavioral: Play game

Interventions

Play gameBEHAVIORAL

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.

GamePlay

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersNo
Age GroupsAdult (18-64), Older Adult (65+)

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

    BACKGROUND
  • Griffiths M. Video games and health. BMJ. 2005 Jul 16;331(7509):122-3. doi: 10.1136/bmj.331.7509.122. No abstract available.

    PMID: 16020833BACKGROUND
  • Wang 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: 18537505BACKGROUND
  • Malec, 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

Brain Injuries

Condition Hierarchy (Ancestors)

Brain DiseasesCentral Nervous System DiseasesNervous System DiseasesCraniocerebral TraumaTrauma, Nervous SystemWounds and Injuries

Study Officials

  • Jason E Colman

    University of Portsmouth

    PRINCIPAL INVESTIGATOR

Central Study Contacts

Jason E Colman

CONTACT

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