Digital Gaming for Persons With Traumatic Brain Injury
PLAY
Digital Gaming Used to Improve the Cognitive Functioning and Well-being of People With Traumatic Brain Injury: a Feasibility Study
1 other identifier
interventional
90
1 country
1
Brief Summary
The purpose of this feasibility study is to determine whether digital games are effective and acceptable in the treatment for patients with traumatic brain injury.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Jun 2015
Shorter than P25 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
First Submitted
Initial submission to the registry
April 20, 2015
CompletedFirst Posted
Study publicly available on registry
April 24, 2015
CompletedStudy Start
First participant enrolled
June 1, 2015
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 1, 2016
CompletedStudy Completion
Last participant's last visit for all outcomes
April 1, 2016
CompletedNovember 5, 2020
November 1, 2020
10 months
April 20, 2015
November 3, 2020
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Processing speed and visuomotor tasks (Trail Making Test (TMT), WAIS-IV tasks)
follow-up on 3 months after the last intervention
Secondary Outcomes (6)
Attention and executive functions (Simon task)
follow-up on 3 months after the last intervention
Working memory (The Paced Auditory Serial Addition Test (PASAT), WAIS-IV)
follow-up on 3 months after the last intervention
Depression (Patient Health Questionnaire (PHQ-9)
follow-up on 3 months after the last intervention
Self-efficacy (General Self-efficacy Scale (GSC)
follow-up on 3 months after the last intervention
Executive functions (The Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A)
follow-up on 3 months after the last intervention
- +1 more secondary outcomes
Study Arms (3)
The rehabilitation gaming
EXPERIMENTALThe rehabilitation gaming group (n=30) will use an internet browser-based digital brain training program CogniFit (https://www.cognifit.com), with a selection of about 33 games.The participants will use the rehabilitation gaming for at least 30 min per day over a period of 8 weeks.
The entertaining gaming
ACTIVE COMPARATORThe entertaining gaming group (n = 30) will use commercial digital games with Sony Playstation 3 (PS3) consoles, played with wireless Sony DualShock gamepad controllers. The participants will be guided to play the console for at least 30 min per day over a period of 8 weeks
"Do-nothing"
NO INTERVENTIONThe passive control group "Do-nothing" group (n = 30) will not have gaming activities organized by the project.
Interventions
The web-based cognitive training platform CogniFit includes about 33 mini games designed with the purpose of improving the user's cognitive abilities as brain exercises. For the purpose of the research, a selection of CogniFit mini games will be included in the intervention. The mini game tasks will be adapted to players' skills getting more difficult as the players progress. The game tasks are targeting different cognitive abilities such as memory, visual-spatial ability, attention, tracking and fast decision making.
The gameplay will consist of these main elements: 1) the player will be playing the main character of the game, 2) the character will be presented for the player from an isometric perspective, 3) the player will control the character by navigating in partly open-ended 3D environments in which the player must decide a direction and move towards it by avoiding obstacles; 4) the player will engage with real-time action events and act quickly by making strategic and tactical decisions; 5) the player must memorize locations, characters, dialogue and tasks; as well as 6) track, follow or aim at several objects simultaneously. Gaming requires also patience as participants can only make progress in games by trial and error.
Eligibility Criteria
You may qualify if:
- Adults with age of 18 - 65 years
- Diagnosis of traumatic brain injury (diagnostic criteria ICD-10, S06.X, T90.5)
- Having TV screen, computer and internet access at home
- No active digital play gamer (5 hours or less/a week)
- Able to understand, speak and/or read Finnish language
- Willing to participate in the study based on their own free will (a signed written informed consent form)
- Discharged from the neurologic treatment period due to traumatic brain injury over 12 months before possible recruitment
- No active participation in cognitive rehabilitation during the last 3 months
You may not qualify if:
- Age below 18 years or over 65 years of old
- Active digital game player (over 5 hours/a week)
- Sensory, cognitive or physical (severe cognitive impairment, deficiency preventing the use of regular computers unaided or computer game control system (impairment in vision, severe astigmatism, hemiplegia, disorder in visuospatial perception, dysfunction of the central vestibular system)
- Inability to understand, speak and/or read Finnish language
- Apathy identified in previous neuropsychological evaluations
- Diagnosed severe mental disorders (e.g. schizophrenia or severe depressive disorders to be identified as the secondary diagnosis)
- Unwillingness and/or incapability to participate in the study
- Active cognitive rehabilitation during the last 3 months
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- University of Turkulead
- The Finnish Funding Agency for Technology and Innovation (TEKES)collaborator
- Oy Nordisk Film Ab / Playstationcollaborator
- The Finnish Association of People with Physical Disabilitiescollaborator
- TribeFlame Oycollaborator
- BCB Medicalcollaborator
- Validia Kuntoutus Oycollaborator
- Kuntoutus Orton Oycollaborator
- Serious Games Finland Oycollaborator
- Turku University Hospitalcollaborator
Study Sites (1)
University of Turku
Turku, 20014, Finland
Related Publications (2)
Valimaki M, Korkeila J, Kauppi K, Kaakinen JK, Holm S, Vahlo J, Tenovuo O, Hamalainen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Protocol of a Feasibility Study. JMIR Res Protoc. 2016 Feb 9;5(1):e6. doi: 10.2196/resprot.4841.
PMID: 26860741BACKGROUNDValimaki M, Mishina K, Kaakinen JK, Holm SK, Vahlo J, Kirjonen M, Pekurinen V, Tenovuo O, Korkeila J, Hamalainen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study. J Med Internet Res. 2018 Mar 19;20(3):e77. doi: 10.2196/jmir.7618.
PMID: 29555622RESULT
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- STUDY DIRECTOR
Maritta Välimäki, Professor
Faculty of Medicine, Department of Nursing Science, University of Turku
- STUDY DIRECTOR
Aki Koponen, Dr.
School of Economics, Centre of Collaborative Research, University of Turku
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Purpose
- SUPPORTIVE CARE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor
Study Record Dates
First Submitted
April 20, 2015
First Posted
April 24, 2015
Study Start
June 1, 2015
Primary Completion
April 1, 2016
Study Completion
April 1, 2016
Last Updated
November 5, 2020
Record last verified: 2020-11