Attention and Memory Training With Video Games in Old Age

NCT ID: NCT02796508

Last Updated: 2017-10-30

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

75 participants

Study Classification

INTERVENTIONAL

Study Start Date

2015-09-30

Study Completion Date

2017-09-30

Brief Summary

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Neuroplasticity-based approaches seem very promising to maintain cognitive health in older adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this project are threefold:

1. the evaluation of the effects of a neuroplasticity-based-cognitive randomized computer-based intervention consisting in training with non-action video games on brain and cognitive functions that decline with ageing, including attention and spatial working memory (WM), in older adults using behavioral measures and electrophysiological recordings (event-related potentials -ERPs- and event-related spectral perturbations -ERSPs);
2. the study of the effects of age and 3 months maintenance on the cognitive and neural signatures of transfer effects to attentional and spatial WM tasks; and
3. to investigate the neuroinflammatory mechanisms assessed by non-invasive methods in saliva from participants underlying cognitive training-induced effects.

A better understanding of these mechanisms elucidates pathways that may be targeted in the future, either by behavioral or neuropsychological interventions. To achieve these aims, the investigators will recruit between 60-80 older adults volunteers to participate in the randomized, controlled, single-blind study. After screening, participants will be randomly distributed in one of these two groups: experimental and active control. Participants in the experimental group will receive 16 1 hour computerized training with non-action video games. The active control group will receive 16 1 hour training sessions with a social video game. The design is a mixed factorial design with type of intervention (experimental, active control) and assessment session (pre, post, maintenance). The results from the proposed research project will clarify the existence of transfer-of-benefit and neural mechanisms underlying cognitive improvement. The hypothesis is that mental stimulation through non-action video games will improve attention and memory, promoting brain and mental health, and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care.

Detailed Description

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Conditions

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Ageing

Keywords

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Healthy aging Cognitive training Video-games Attention Working memory Wellbeing

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

PREVENTION

Blinding Strategy

SINGLE

Participants

Study Groups

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Non-action video game training

Experimental: Non-action video game training 16 1-hour training sessions with 10 non-action video game training selected games from Lumosity.

Group Type EXPERIMENTAL

Experimental: Non-action video game training

Intervention Type BEHAVIORAL

PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory

Non-cognitive video game training

Active Control: Non-cognitive social video game training 16 1-hour training sessions with non-cognitive video game training with social games from The Sims.

Group Type ACTIVE_COMPARATOR

Active Comparator: Non-cognitive video game training

Intervention Type BEHAVIORAL

16 training sessions with The Sims over 8-10 weeks in small groups

Interventions

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Experimental: Non-action video game training

PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory

Intervention Type BEHAVIORAL

Active Comparator: Non-cognitive video game training

16 training sessions with The Sims over 8-10 weeks in small groups

Intervention Type BEHAVIORAL

Other Intervention Names

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16 training session with Lumosity over 8-10 weeks in small groups Social video game training

Eligibility Criteria

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Inclusion Criteria

* Mini-Mental State Examination (MMSE) score 26 or greater
* Global Deterioration Scale (GDS) score less than 5
* Independent living
* Normal or correct to normal vision and hearing

* Communication problems.

Exclusion Criteria

* Diagnosis of dementia
* Planned move from study area
* Inability to complete study activities
Minimum Eligible Age

55 Years

Maximum Eligible Age

84 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Universidad Nacional de Educación a Distancia

OTHER

Sponsor Role lead

Responsible Party

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Soledad Ballesteros

Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Principal Investigators

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Soledad Ballesteros, Ph.D.

Role: PRINCIPAL_INVESTIGATOR

Departament of Basic Psychology II, Universidad Nacional de Educación a Distancia (UNED)

Locations

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Department of Basic Psychology II (UNED)

Madrid, , Spain

Site Status

Countries

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Spain

References

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Ballesteros S, Mayas J, Ruiz-Marquez E, Prieto A, Toril P, Ponce de Leon L, de Ceballos ML, Reales Aviles JM. Effects of Video Game Training on Behavioral and Electrophysiological Measures of Attention and Memory: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2017 Jan 24;6(1):e8. doi: 10.2196/resprot.6570.

Reference Type RESULT
PMID: 28119279 (View on PubMed)

Ballesteros S, Mayas J, Prieto A, Ruiz-Marquez E, Toril P, Reales JM. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial. Front Aging Neurosci. 2017 Nov 1;9:354. doi: 10.3389/fnagi.2017.00354. eCollection 2017.

Reference Type DERIVED
PMID: 29163136 (View on PubMed)

Other Identifiers

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PSI2013-41409R

Identifier Type: -

Identifier Source: org_study_id