Wayfinding Intervention and Long-Term Memory
Quest-Tablet
Virtual Reality Interventions to Stimulate Capabilities for Learning and Retrieval of High-Fidelity Memory
1 other identifier
interventional
200
1 country
1
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
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Jan 2024
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
First Submitted
Initial submission to the registry
November 10, 2022
CompletedFirst Posted
Study publicly available on registry
November 23, 2022
CompletedStudy Start
First participant enrolled
January 1, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 31, 2026
ExpectedStudy Completion
Last participant's last visit for all outcomes
January 31, 2027
May 7, 2026
May 1, 2026
3 years
November 10, 2022
May 1, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (4)
MDT change in mnemonic discrimination
Training-related change in Mnemonic Discrimination Task (MDT) score. MDT tests recognition memory for pairs of common objects (i.e., targets and lures), measuring the variable of the number of images identified as old (studied) or new (novel), and reports a composite index score (0.00 to 1.00) for accuracy post-training (T2) versus baseline (T1)
baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2) providing for a composite score T2-T1
TOUR change in recall
Training-related change in recall of number of details in autobiographical memory from a narrated urban tour, such that a composite parametric score shows how many specific details were recalled post-training (T2) versus baseline (T1)
baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2) providing for a composite score T2-T1
Volumetric-based brain morphometry for gray and white matter
Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry, measuring the variables of cortical area.
collected in association with Outcome 1, at baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2)
Task-based cortical functional connectivity associated with mnemonic discrimination capability and in control of sustained visual attention
functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest, measuring the variable of correlation of inter-trial variability across brain regions
collected in association with Outcome 1, at baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2)
Secondary Outcomes (1)
Remote Cognitive Module (RCM)
baseline immediately before training regimen begins
Study Arms (4)
LabyrinthVR Scoot
EXPERIMENTALMulti-session cognitive intervention with VIVE high-resolution head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via handheld controllers.
Placebo Controls
PLACEBO COMPARATORMulti-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.
Labyrinth Tablet
EXPERIMENTALMulti-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.
Labyrinth VR wireless
EXPERIMENTALMulti-session cognitive intervention with QUEST head-mounted display virtual reality computer game using wireless technology to present an adaptive spatial wayfinding challenge. Game movement via handheld controllers.
Interventions
Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, highly engaging regimen of wayfinding in novel urban and village neighborhoods.
Commercially-available, narrative computer games marketed as cognitively enriching. Can be tablet-based or wireless VR headset-based.
Tablet computer playing Labyrinth spatial wayfinding game in 2.5D
Wireless head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, engaging regimen of wayfinding in novel urban and village neighborhoods.
Eligibility Criteria
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 semi-weekly brisk 30-minute 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
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Peter E Wais, PhD
Neuroscape, Department of Neurology
Central Study Contacts
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 participants 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
November 10, 2022
First Posted
November 23, 2022
Study Start
January 1, 2024
Primary Completion (Estimated)
December 31, 2026
Study Completion (Estimated)
January 31, 2027
Last Updated
May 7, 2026
Record last verified: 2026-05
Data Sharing
- IPD Sharing
- Will not share