NCT07615647

Brief Summary

Golden Gamers Go is running a study together with Rey Juan Carlos University to better understand how videogames can help older adults, especially those with memory problems or cognitive decline. The study takes place in real care settings, such as day centers, and involves around 45 older participants. Over two months (with a possible follow-up period), participants take part in two to three sessions per week using video games on PlayStation. These are not special "health games," but popular, commercial video games that have been carefully selected and adapted to be easy to use, enjoyable, and meaningful for older adults. The goal is to see whether playing these games can help improve thinking abilities and also how participants feel during the activity - for example, if they are more engaged, motivated, or emotionally positive. This study builds on previous experience where this approach has already shown promising results in increasing participation, motivation, and overall wellbeing. By carrying out this research, Golden Gamers Go aim to better understand how meaningful and enjoyable activities like videogames can support healthier and more active aging.

Trial Health

77
On Track

Trial Health Score

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

Enrollment
60

participants targeted

Target at P25-P50 for not_applicable

Timeline
1mo left

Started Apr 2026

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
recruiting

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 Progress75%
Apr 2026Jul 2026

First Submitted

Initial submission to the registry

March 27, 2026

Completed
17 days until next milestone

Study Start

First participant enrolled

April 13, 2026

Completed
2 months until next milestone

First Posted

Study publicly available on registry

May 29, 2026

Completed
17 days until next milestone

Primary Completion

Last participant's last visit for primary outcome

June 15, 2026

Completed
21 days until next milestone

Study Completion

Last participant's last visit for all outcomes

July 6, 2026

Expected
Last Updated

May 29, 2026

Status Verified

May 1, 2026

Enrollment Period

2 months

First QC Date

March 27, 2026

Last Update Submit

May 28, 2026

Conditions

Keywords

AlzheimerSeniorVideogamesTherapy

Outcome Measures

Primary Outcomes (4)

  • Montreal Cognitive Assessment (MoCA)

    Measures overall cognitive function (memory, attention, language, orientation, etc.). The total score ranges from 0 to 30 points. Higher scores indicate better cognitive performance. The standard administration guidance states that 26/30 or above is generally considered within the normal range, although cut-off points may vary depending on population, education level, age and clinical context.

    General perception of the person's cognitive sphere (not session-specific), used at week 0 (baseline) and week 8 (post-intervention).

  • Observed Emotion Rating Scale (OERS)

    Measures emotional state during the sessions (positive and negative emotions observed).The OERS measures the intensity or duration of these affective states using a 5-point Likert-type scale. Each emotional state is rated separately, usually from 1 to 5. A higher score in pleasure is positive. A higher score in general alertness is usually positive or activation-related. Higher scores in anger, anxiety/fear or sadness indicate more negative affect.

    Pre-intervention and post-intervention (up to 1 week)

  • Menorah Park Engagement Scale (MPES)

    The adapted MPES assesses participant engagement during the activity using a 5-point duration scale aligned with the OERS. Observation takes place during the central 10 minutes of the session, from minute 15 to minute 25, to avoid start-up or fatigue bias. Each engagement category is scored according to the total accumulated time observed: 1 means the behaviour was never observed; 2 indicates a very brief occurrence; 3 indicates a short occurrence; 4 means the behaviour was observed for 1 to 5 minutes; and 5 means it was observed for more than 5 minutes. The categories assessed are constructive engagement, passive engagement, social engagement, non-engagement and self-engagement. If two behaviours occur at the same time, constructive engagement is prioritised.

    Pre-intervention and post-intervention (up to 1 week)

  • Quality of Life in Alzheimer's Disease (QoL-AD, proxy version)

    The QoL-AD proxy version assesses perceived quality of life in people with cognitive impairment through the judgement of a caregiver, professional or informant who knows the participant well. It includes 13 items, each scored on a 4-point scale: 1 means poor, 2 means fair, 3 means good and 4 means excellent. The total score is obtained by adding the 13 item scores, giving a possible range from 13 to 52 points. Higher scores indicate better perceived quality of life.

    General perception of the person's recent overall wellbeing (not session-specific), used at week 0 (baseline) and week 8 (post-intervention).

Study Arms (2)

Experimental group

EXPERIMENTAL

The experimental group will receive intervention through conventional videogames

Procedure: Therapy with videogames

Control group

ACTIVE COMPARATOR

Control group will receive a special talk about the uses of conventional videogames

Procedure: Videogames masterclass

Interventions

This masterclass sessions are carried out in small groups. It talks about the use of certain videogames and VR devices for improving the health of the participants. Each session begins with a simple introduction, and end with a short group reflection, and professionals record participation and responses to guide future sessions. The vidoegames that will be described and shown for the users experience are some that have a high degree of accesibility from the Golden Gamers Methodology perspective.

Also known as: Golden Gamers Methodology
Control group

Therapy sessions are carried out in small groups using adapted comercial videogames. Each session begins with a simple introduction, followed by gameplay with continuous support. Participants can engage in different ways (playing, assisting, or observing), depending on their needs. Sessions end with a short group reflection, and professionals record participation and responses to guide future sessions. There a lot of unique aspects for this approach. First, the use of comercial videogames for therapy, instead of serious games. Therefore, the whole process is guided by the Golden Gamers Methodology, specialiced in cognitive accesibility. The combination of this kind of videogames, with this adaptations in a senior population with cognitive impairment is totally different from other studies.

Experimental group

Eligibility Criteria

Age65 Years+
Sexall
Healthy VolunteersNo
Age GroupsOlder Adult (65+)

You may qualify if:

  • Older adults with mild to moderate cognitive impairment, able to connect with their environment and participate in group or individual activities, and who agree to take part in the study.

You may not qualify if:

  • Severe cognitive impairment with lack of environmental awareness, serious visual limitations that prevent interaction, or any condition causing distress or making participation unsafe.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Neurovida

Madrid, Madrid, 28030, Spain

RECRUITING

MeSH Terms

Conditions

Cognitive Dysfunction

Interventions

Therapeutics

Condition Hierarchy (Ancestors)

Cognition DisordersNeurocognitive DisordersMental Disorders

Study Officials

  • Cristina García Bravo, PhD

    Universidad Rey Juan Carlos

    STUDY CHAIR

Central Study Contacts

ALEJANDRO MORILLAS TÉLLEZ, Master

CONTACT

Gloria Sánchez-Carnerero Casas

CONTACT

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
DOUBLE
Who Masked
PARTICIPANT, INVESTIGATOR
Purpose
TREATMENT
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

March 27, 2026

First Posted

May 29, 2026

Study Start

April 13, 2026

Primary Completion

June 15, 2026

Study Completion (Estimated)

July 6, 2026

Last Updated

May 29, 2026

Record last verified: 2026-05

Locations