NCT04253587

Brief Summary

Therapeutic treatment is yet available for declining memory, which is an impairment affecting the quality of life for many older adults and patients with cognitive impairment. Cognitive training with an immersive video game promises to drive hippocampal-cortical plasticity and associated gains that can restore memory capability or provide therapeutic treatment for memory deficits.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
50

participants targeted

Target at P25-P50 for not_applicable

Timeline
Completed

Started Oct 2019

Typical duration for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

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

Study Start

First participant enrolled

October 1, 2019

Completed
4 months until next milestone

First Submitted

Initial submission to the registry

January 29, 2020

Completed
7 days until next milestone

First Posted

Study publicly available on registry

February 5, 2020

Completed
1.9 years until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 15, 2021

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

December 15, 2021

Completed
1.2 years until next milestone

Results Posted

Study results publicly available

February 27, 2023

Completed
Last Updated

February 27, 2023

Status Verified

February 1, 2023

Enrollment Period

2.2 years

First QC Date

January 29, 2020

Results QC Date

December 13, 2022

Last Update Submit

February 1, 2023

Conditions

Keywords

amnestic MCI without dementiacognitive training

Outcome Measures

Primary Outcomes (4)

  • MDT Change in Mnemonic Discrimination

    Mnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.

    baseline immediately before and post-assessment immediately after training regimen is completed

  • WALK Change in Recall

    Encoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.

    baseline immediately before and post-assessment immediately after training regimen is completed

  • Changes in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discrimination

    Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.

    during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

  • Changes in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discrimination

    functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.

    during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

Secondary Outcomes (2)

  • Remote Cognitive Module (RCM)

    baseline immediately before and post-assessment immediately after training regimen is completed

  • Test of Visual Attention Change in Top-down Control

    baseline immediately before and post-assessment immediately after training regimen is completed

Study Arms (6)

LabyrinthVR Trackers

EXPERIMENTAL

Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via participant ambulation wearing leg-position trackers.

Device: LabyrinthVR

LabyrinthVR Scoot

EXPERIMENTAL

Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.

Device: LabyrinthVR

Placebo Controls

PLACEBO COMPARATOR

Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.

Device: Placebo Games

Coherence

ACTIVE COMPARATOR

Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive rhythm training game.

Device: Coherence

Labyrinth Tablet

EXPERIMENTAL

Multi-session cognitive intervention with tablet computer, displaying 2.5D version of Labyrinth game in an adaptive spatial wayfinding challenge. Game movement via on-screen control buttons.

Device: Tablet

Labyrinth VR wireless

EXPERIMENTAL

Multi-session cognitive intervention with head-mounted display virtual reality computer game using wireless, narrower filed technology to presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.

Device: LabyrinthVR

Interventions

Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.

Labyrinth VR wirelessLabyrinthVR ScootLabyrinthVR Trackers

Commercially-available, narrative computer games marketed as cognitively enriching.

Placebo Controls
CoherenceDEVICE

Head-mounted display virtual reality game designed to present an adaptive rhythm training routine.

Coherence
TabletDEVICE

Tablet computer playing Labyrinth VR game but in 2.5D

Labyrinth Tablet

Eligibility Criteria

Age62 Years - 85 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • fluent speakers of English
  • completed 12 or more years of education
  • normal or corrected-to-normal vision
  • dexterity to comfortably operate the scanner-compatible response box
  • freedom from physical and neurological conditions contra-indicated for fMRI
  • must confirm physical stamina and comfort for 45-minute, brisk walks on level ground

You may not qualify if:

  • use of psychotropic medications
  • history of concussions or dizziness, vestibular or balance problems
  • significant discomfort with virtual reality experiences

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

UCSF Mission Bay

San Francisco, California, 94158, United States

Location

Related Publications (1)

  • Wais PE, Arioli M, Anguera-Singla R, Gazzaley A. Virtual reality video game improves high-fidelity memory in older adults. Sci Rep. 2021 Jan 28;11(1):2552. doi: 10.1038/s41598-021-82109-3.

MeSH Terms

Conditions

Cognitive Dysfunction

Interventions

Tomography, Optical CoherenceVaginal Creams, Foams, and Jellies

Condition Hierarchy (Ancestors)

Cognition DisordersNeurocognitive DisordersMental Disorders

Intervention Hierarchy (Ancestors)

Tomography, OpticalOptical ImagingDiagnostic ImagingDiagnostic Techniques and ProceduresDiagnosisTomographyInvestigative TechniquesDosage FormsPharmaceutical PreparationsFeminine Hygiene ProductsEquipment and Supplies

Results Point of Contact

Title
Peter Wais, Principal Investigator
Organization
UCSF Dept of Neurology

Study Officials

  • Peter E Wais, PhD

    Neuroscape, Department of Neurology

    PRINCIPAL INVESTIGATOR

Publication Agreements

PI is Sponsor Employee
Yes
Restrictive Agreement
No

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
PARTICIPANT, OUTCOMES ASSESSOR
Masking Details
After recruitment, participants are randomly assigned to treatment arms. Participants and experimenters with whom they interact during the experiments are blind to the purpose of the randomly-assigned arm. First-level analysis performed blind to participant's treatment arm.
Purpose
BASIC SCIENCE
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

January 29, 2020

First Posted

February 5, 2020

Study Start

October 1, 2019

Primary Completion

December 15, 2021

Study Completion

December 15, 2021

Last Updated

February 27, 2023

Results First Posted

February 27, 2023

Record last verified: 2023-02

Data Sharing

IPD Sharing
Will not share

Locations