Characterizing the Synergistic Effects of Physical and Cognitive Training on Attention and Working Memory
BBT
1 other identifier
interventional
49
1 country
1
Brief Summary
The primary goal of this project is to evidence potential synergistic benefits on cognitive control processes using a video game ("Body-Brain Trainer", or BBT) that integrates cognitive and physical challenges in a complimentary fashion. Healthy adults will be recruited for a longitudinal experiment and randomly assigned to one of four study groups to mechanistically tease apart the possible presence of any synergistic effects on cognitive abilities through the combination of cognitive \& physical challenges.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Jan 2017
Longer than P75 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, 2017
CompletedFirst Submitted
Initial submission to the registry
January 12, 2017
CompletedFirst Posted
Study publicly available on registry
January 26, 2017
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 1, 2020
CompletedStudy Completion
Last participant's last visit for all outcomes
March 1, 2020
CompletedResults Posted
Study results publicly available
September 15, 2025
CompletedSeptember 15, 2025
September 1, 2025
3.2 years
January 12, 2017
December 1, 2023
September 11, 2025
Conditions
Outcome Measures
Primary Outcomes (1)
mCPT (Derived From Test of Variables of Attention (T.O.V.A.))
A change from baseline regarding measurement of sustained attention and impulsivity abilities
At baseline and following the intervention (these data were collected no more than 1 week after intervention period ended, thus approximately 9 weeks after baseline data were collected)
Secondary Outcomes (1)
Delayed Recognition Working Memory Task: Response Time Variability Prior to and 9-weeks After Baseline
At baseline and following the intervention (these data were collected no more than 1 week after intervention period ended, thus approximately 9 weeks after baseline data were collected)
Other Outcomes (4)
Blood Pressure Measures
At baseline and following the intervention (these data were collected no more than 1 week after intervention period ended, thus approximately 9 weeks after baseline data were collected)
Limit of Stability
At baseline and following the intervention (these data were collected no more than 1 week after intervention period ended, thus approximately 9 weeks after baseline data were collected)
EEG Functional Measure (Event-related Spectral Perturbation)
At baseline and following the intervention (these data were collected no more than 1 week after intervention period ended, thus approximately 9 weeks after baseline data were collected)
- +1 more other outcomes
Study Arms (4)
BBT
EXPERIMENTALBody-Brain Trainer
Body Trainer
ACTIVE COMPARATORParticipants will only perform a basic reaction task in each level/module to ensure only the most minimal cognitive challenge is present, while completing all of the physical aspects of BBT. Thus this will be a physical training protocol.
Brain Trainer
ACTIVE COMPARATORThe "Brain Trainer" group will train using the same platform as the BBT group, except while sitting down and playing with an Xbox control pad (thus removing all physical training aspects).
Expectancy Matched Control Group
PLACEBO COMPARATORThe placebo-matched control group will engage in a battery of three apps in the laboratory that we believe will have no significant impact on cognition
Interventions
A novel video game-based intervention that incorporates i) adaptive algorithms critical for cognitive training, ii) physiological measures such as heart rate into the core game mechanics, and iii) motion capture technology to incorporate whole-body kinematics into game play. This group will train for 36 minutes per day, 3 days a week for 8 weeks.
A novel video game-based intervention that incorporates physiological measures such as heart rate into the core game mechanics, with motion capture technology to incorporate whole-body kinematics into game play. This group will train for 36 minutes per day, 3 days a week for 8 weeks. The "Body Trainer" group will train using closed-loop adaptive algorithms to challenge physical performance as guided by heart rate, such that the amount of movement needed to respond on each task will dynamically change depending upon the participant being below/above a predetermined derived level of exertion. During "Body Training", participants will only perform a basic reaction task in each level/module to ensure only the most minimal cognitive challenge is present
The "Brain Trainer" group will train using the aforementioned closed-loop adaptive algorithms to challenge cognitive performance, except while sitting down and playing with an Xbox control pad (thus removing all physical training aspects). This group will train for 36 minutes per day, 3 days a week for 8 weeks.
The placebo-matched control group will engage in a battery of three apps (playing each app 10 minutes per day, 5 days a week for 8 weeks completed in the laboratory that we believe will have no significant impact on the cognitive or physical fitness measures we are assessing: i) an app with 100 different logic games of varying difficulty and length, ii) a language-learning app with 10 language options, and iii) an app that offers a guided Tai Chi program. We have pre-determined that this approach generates matched expectancy compared to our training groups: we asked 100 naïve individuals to predict how they would expect to improve performance on our outcome measures after training on one of these platforms, revealing that placebo training generates equivalent expectations of improvement across each outcome measure as the BBT group.
Eligibility Criteria
You may qualify if:
- Can walk briskly for at least 15 minutes continuously without stopping
- Can stand up from a chair without using your hands
- Available to come 3x/week to our UCSF Mission Bay laboratory for 8 weeks
- Willing and able to undergo MRI, EEG procedures
- English fluency
You may not qualify if:
- cardiac problems
- bypass surgery
- pacemaker or heart valve replacement
- stroke
- respiratory conditions
- head trauma with loss of consciousness for less than a few minutes
- severe head trauma with loss of consciousness for more than a few minutes
- high/low blood pressure
- kidney failure
- electroconvulsive therapy (ECT)
- seizures
- implanted electrodes
- cancer/chemotherapy/radiation
- diabetes
- irritable bowel syndrome
- +7 more criteria
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
UCSF Neuroscape
San Francisco, California, 94158, United States
Limitations and Caveats
We were not able to collect all four arms as originally intended due to logistical and resource issues.
Results Point of Contact
- Title
- Joaquin A. Anguera, Associate Professor, Neuroscape | UCSF
- Organization
- University of California San Francisco
Study Officials
- PRINCIPAL INVESTIGATOR
Joaquin A. Anguera, PhD
University of California, San Francisco
Publication Agreements
- PI is Sponsor Employee
- Yes
- Restrictive Agreement
- No
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- TRIPLE
- Who Masked
- PARTICIPANT, INVESTIGATOR, OUTCOMES ASSESSOR
- Purpose
- BASIC SCIENCE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
January 12, 2017
First Posted
January 26, 2017
Study Start
January 1, 2017
Primary Completion
March 1, 2020
Study Completion
March 1, 2020
Last Updated
September 15, 2025
Results First Posted
September 15, 2025
Record last verified: 2025-09
Data Sharing
- IPD Sharing
- Will not share