Cognitive Aging and Training With Video-games
Compensation Factors of Cognitive Ageing: Using Computer Technology to Reduce Cognitive Decline in Ageing
1 other identifier
interventional
30
1 country
1
Brief Summary
The ageing of the population will inevitably lead to a growing number of older people living alone and in need of care. Given the high cost of geriatric care, a critical research issue is exploring ways to improve or maintain cognitive and functional status in old age. Unfortunately, it has been shown that training those specific cognitive processes most sensitive to ageing (such as speed of processing or working memory), produces only limited beneficial effects. However, research also suggests that factors such as cognitive engagement, physical activity and social context may act as more general modulators of cognitive decline. This project is a longitudinal study with experimental and control groups. It is inspired from the engagement model of cognitive optimization suggesting that a lifestyle marked by social and intellectual engagement may mitigate age-related declines on cognitive functioning. It uses new cutting-edge information computing technology (ICT) solutions to improve or simply maintain cognitive functions in the elderly. This research investigates how the treatment reduces the effects of cognitive age-related decline in executive control processes and episodic (explicit) memory using behavioral and imaging measures. The results will provide significant knowledge on the potential of new ICT technologies to delay, compensate, and even prevent common chronic problems experienced by the elderly population. The hypothesis is that cognitive training with video-games through ICT solutions will promote brain and mental health and independence. Ultimately, the objective is to contribute to the understanding of factors that help avoiding the (personal and economic) consequences of long-term care in geriatric institutions.
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 Jan 2011
Typical duration for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
January 1, 2011
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 1, 2013
CompletedStudy Completion
Last participant's last visit for all outcomes
September 1, 2013
CompletedFirst Submitted
Initial submission to the registry
December 4, 2013
CompletedFirst Posted
Study publicly available on registry
December 11, 2013
CompletedMay 28, 2015
May 1, 2015
2.4 years
December 4, 2013
May 27, 2015
Conditions
Keywords
Outcome Measures
Primary Outcomes (5)
Neuropsychological testing
Improvement in Neuropsychological tests after training
Baseline, 12 weeks, and 24 weeks
Oddball task
Improvement in attention after training
Baseline, 12 weeks, and 24 weeks
Wisconsin task
Improvement in executive functions
Baseline, 12 weeks, and 24 weeks
Speed of processing task
Improvement in processing speed after training
Baseline, 12 weeks, and 24 weeks
Spatial working memory (WM)
Improvement in spatial working memory
Baseline, 12 weeks, and 24 weeks
Secondary Outcomes (1)
Efficacy of non-action video game training
Up to 12 weeks
Study Arms (2)
Non-action video game training
EXPERIMENTAL20 1-hour sessions of non-action video game training
Control
NO INTERVENTIONParticipants in the control group did not receive non-action video game training
Interventions
Based on cognitive training Lumosity
Eligibility Criteria
You may qualify if:
- 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
You may not qualify if:
- Diagnosis of dementia
- Planned move from study area
- Inability to complete study activities
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Facultad de Psicología de la UNED
Madrid, Madrid, 28040, Spain
Related Publications (2)
Ballesteros S, Mayas J, Prieto A, Toril P, Pita C, Laura Pde L, Reales JM, Waterworth JA. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up. Front Aging Neurosci. 2015 Apr 14;7:45. doi: 10.3389/fnagi.2015.00045. eCollection 2015.
PMID: 25926790DERIVEDMayas J, Parmentier FB, Andres P, Ballesteros S. Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial. PLoS One. 2014 Mar 19;9(3):e92269. doi: 10.1371/journal.pone.0092269. eCollection 2014.
PMID: 24647551DERIVED
Related Links
Study Officials
- PRINCIPAL INVESTIGATOR
Soledad Ballesteros, PhD
UNED
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor Dr.
Study Record Dates
First Submitted
December 4, 2013
First Posted
December 11, 2013
Study Start
January 1, 2011
Primary Completion
June 1, 2013
Study Completion
September 1, 2013
Last Updated
May 28, 2015
Record last verified: 2015-05