Group Digital Gaming: Experiences of Older Adults Living With Dementia in an Activity for Cognitive Impairment
PLwD
2 other identifiers
interventional
24
1 country
1
Brief Summary
The study examines the effects of a group digital gaming intervention on cognitive function, mood, and behaviors in people with early to moderate levels of dementia, using Obie Technology by employing a pretest and posttest design with a mixed methods approach.
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 2023
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
Study Start
First participant enrolled
August 1, 2023
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 30, 2024
CompletedStudy Completion
Last participant's last visit for all outcomes
April 30, 2024
CompletedFirst Submitted
Initial submission to the registry
April 14, 2026
CompletedFirst Posted
Study publicly available on registry
April 21, 2026
CompletedApril 21, 2026
April 1, 2026
9 months
April 14, 2026
April 14, 2026
Conditions
Outcome Measures
Primary Outcomes (2)
Montreal Cognitive Assessment (MoCA):
Before the intervention (baseline), at the end of week 10, and at the end of the intervention (after 20 weeks of the study).
Neuropsychiatric Inventory Questionnaire (NPI-Q)
Before the intervention (baseline), at the end of week 10, and at the end of the intervention (after 20 weeks of the study).
Study Arms (1)
Group-Based Digital Gaming
EXPERIMENTALInterventions
The interactive digital gaming activity is delivered using Obie Technology. Various games are projected onto the table's surface, and participants interacted with them by "touching" the images with their hands. The system included sensors that detected hand movements, making the activity fully interactive. More than 200 games are available. Some examples of the popular games include Mahjong, in which participants match identical tiles by touching them, and Around the World, in which participants identify the correct objects based on the country's flag, such as selecting a double-decker London bus for the United Kingdom. For many games, difficulty levels are adjustable, which is especially useful for games that involves math. Games are chosen based on participants' requests as well as facilitators' recommendations.
Eligibility Criteria
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
George Mason University
Fairfax, Virginia, 22030, United States
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- NA
- Masking
- NONE
- Purpose
- SUPPORTIVE CARE
- Intervention Model
- SINGLE GROUP
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor
Study Record Dates
First Submitted
April 14, 2026
First Posted
April 21, 2026
Study Start
August 1, 2023
Primary Completion
April 30, 2024
Study Completion
April 30, 2024
Last Updated
April 21, 2026
Record last verified: 2026-04