An Open Platform of Serious Games for Cognitive Intervention
1 other identifier
interventional
26
1 country
1
Brief Summary
Computer games are increasingly utilized as tools for studying cognitive skills, aging, individual differences, and development. They offer a unique advantage by presenting challenges that more closely mirror the complexities and demands of everyday tasks compared to traditional laboratory experiments, clinical tests, and standardized assessments. Our team took an innovative step in this direction by developing a suite of tablet-based games, titled VibrantMinds. These games, varying in type, are designed to measure diverse cognitive indicators, acting as proxies for assessments typically conducted using paper-and-pencil tests in clinical settings. VibrantMinds games have been specifically crafted to be user-friendly and engaging for older adults, including those with dementia. Our studies have shown that these individuals not only find the games accessible but also exhibit measurable improvement in gameplay, suggesting potential benefits for cognitive skill training. Building on this foundation, we are now poised to conduct an in-depth investigation into the actual effectiveness of serious computer games (SCGs) for cognitive enhancement and their application in real-world settings for older adults. This next phase of research will leverage the VibrantMinds platform to carry out studies aimed at validating software-defined indicators of cognitive function and measuring the impact of game-based interventions on cognitive abilities, health-related quality of life, and other significant real-life outcomes. The anticipated results promise to expand our understanding of the potential for new technologies in cognitive assessment and intervention. Moreover, by employing machine learning analysis of the data collected through VibrantMinds, we aim to develop a taxonomy that correlates game complexity and player performance with conventional clinical instruments for assessing cognitive status and functioning.
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 Aug 2022
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
Click on a node to explore related trials.
Study Timeline
Key milestones and dates
Study Start
First participant enrolled
August 3, 2022
CompletedFirst Submitted
Initial submission to the registry
April 4, 2024
CompletedFirst Posted
Study publicly available on registry
April 16, 2024
CompletedPrimary Completion
Last participant's last visit for primary outcome
February 1, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
February 1, 2026
CompletedMay 12, 2026
May 1, 2026
3.5 years
April 4, 2024
May 7, 2026
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Cognition - Global
Alzheimer's Disease Assessment Scale - Cognitive Subscale (ADASCog). Items are generally scored from 1-5; Final scores range 0-70, with higher scores indicating greater severity.
Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Secondary Outcomes (5)
Depression
Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Agitation
Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Occupational Performance
Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Engagement
At each session from weeks 0-12; average 2x per week.
Affect
At each session from weeks 0-12; average 2x per week.
Study Arms (2)
VibrantMinds + Standard Care
EXPERIMENTALOlder adults at long-term care facilities receive the VibrantMinds games in addition to routine standard care administered by the facility and staff.
Standard Care
NO INTERVENTIONOlder adults at long-term care facilities receive routine standard care administered by the facility and staff.
Interventions
VibrantMindVibrantMinds offers five tablet games targeting cognitive stimulation in older adults: Whack-A-Mole, Word Search, Bejeweled, Mahjong Solitaire, Memory Game, and Glenrose Grocery Game (GGG). These games vary from nostalgic (e.g., Mahjong Solitaire) to leisure-oriented (e.g., Bejeweled), aiming to blend fun with cognitive exercises. Especially designed for ease of use, they cater to older individuals, including those with dementia, gradually increasing in difficulty to match player skill levels. The GGG stands out by integrating game design with everyday cognitive tasks, offering a practical simulation of grocery shopping. Developed with older adult input, VibrantMinds aims to enhance cognitive health in seniors through engaging, meaningful gameplay, supporting its clinical trial's focus on cognitive wellness in the aging.
Eligibility Criteria
You may qualify if:
- Older adults aged 65 years and older.
- Cognitive impairment within a specific range as measured by the Mini-Mental State -Examination (MMSE scores between 7 and 25).
- Ability to interact with the Serious Cognitive Games (SCGs) platform, indicating a necessary level of awareness.
- Functional vision and hearing, with or without aids (glasses/hearing aids), to engage with the SCGs platform.
- Functional upper extremity function to interact with the SCGs.
You may not qualify if:
- Presence of influenza, COVID-19, or another virus that could affect performance or pose a risk to others.
- Inability to communicate or comprehend instructions in English
- Moderate to severe limitations in upper extremity control or movement, significant visual or hearing impairments, or attention deficits that could impact the ability to successfully engage with the SCGs. Participants or their care partners who feel these conditions would interfere with study participation are excluded.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- University of Albertalead
- Alberta Health servicescollaborator
- CapitalCarecollaborator
Study Sites (1)
CapitalCare Group Inc Facilities
Edmonton, T5J 3M9, Canada
Related Links
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- INVESTIGATOR, OUTCOMES ASSESSOR
- Masking Details
- Random allocation, 1:1 ratio by a computer-based randomizer
- Purpose
- DEVICE FEASIBILITY
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
April 4, 2024
First Posted
April 16, 2024
Study Start
August 3, 2022
Primary Completion
February 1, 2026
Study Completion
February 1, 2026
Last Updated
May 12, 2026
Record last verified: 2026-05
Data Sharing
- IPD Sharing
- Will not share