Trial Outcomes & Findings for Cognitive Remediation for Alcohol Use Disorder and Posttraumatic Stress Disorder (NCT NCT02929979)
NCT ID: NCT02929979
Last Updated: 2021-02-11
Results Overview
The Revised Hopkins Verbal Learning Test (HVLT-R; Brandt \& Benedict, 2001) assesses learning and memory for a 12-word list (organized into three semantic categories) immediately after the list is read (trial 1), cumulatively across trials (sum trials 1-3) and after a delay (free recall after 25 minutes). Test scores were normalized to t-scores with a Test mean = 50; SD =10 and higher scores indicate better verbal learning and memory.
COMPLETED
NA
90 participants
6-weeks
2021-02-11
Participant Flow
Participant milestones
| Measure |
Cognitive Training
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
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Placebo Control
Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. Games from the website Sporcle were used for each participant.
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|---|---|---|
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Overall Study
STARTED
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52
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38
|
|
Overall Study
COMPLETED
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25
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28
|
|
Overall Study
NOT COMPLETED
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27
|
10
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Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Cognitive Remediation for Alcohol Use Disorder and Posttraumatic Stress Disorder
Baseline characteristics by cohort
| Measure |
Cognitive Training
n=52 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations. The investigators will use a suite of BrainHQ exercises designed to target and ameliorate cognitive disruptions in 4 cognitive domains (see main outcome). The investigators will employ basic exercises that focus on increasing processing efficiency in the auditory and visual perceptual and working memory domains, as well as exercises that target impulsivity and cognitive biases. Exercises will be packaged into 4 modules (attention skills, memory skills, executive functioning skills, cognitive control skills) comprised of 4 exercises each. All participants will progress through the same fixed schedule of modules.
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Placebo Control
n=38 Participants
Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement with daily computerized activities. It also allows for a double blind study design. Games from the website Sporcle will be used and an online account can be created for each participant.
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Total
n=90 Participants
Total of all reporting groups
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|---|---|---|---|
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Age, Continuous
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40.41 years
STANDARD_DEVIATION 11.43 • n=5 Participants
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40.41 years
STANDARD_DEVIATION 11.43 • n=7 Participants
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40.41 years
STANDARD_DEVIATION 11.43 • n=5 Participants
|
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Sex: Female, Male
Female
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4 Participants
n=5 Participants
|
3 Participants
n=7 Participants
|
7 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
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48 Participants
n=5 Participants
|
35 Participants
n=7 Participants
|
83 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Hispanic or Latino
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9 Participants
n=5 Participants
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6 Participants
n=7 Participants
|
15 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Not Hispanic or Latino
|
43 Participants
n=5 Participants
|
32 Participants
n=7 Participants
|
75 Participants
n=5 Participants
|
|
Ethnicity (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Posttraumatic Stress Disorder
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52 Participants
n=5 Participants
|
38 Participants
n=7 Participants
|
90 Participants
n=5 Participants
|
PRIMARY outcome
Timeframe: 6-weeksPopulation: t-test; data were missing for some participants due to attrition
The Revised Hopkins Verbal Learning Test (HVLT-R; Brandt \& Benedict, 2001) assesses learning and memory for a 12-word list (organized into three semantic categories) immediately after the list is read (trial 1), cumulatively across trials (sum trials 1-3) and after a delay (free recall after 25 minutes). Test scores were normalized to t-scores with a Test mean = 50; SD =10 and higher scores indicate better verbal learning and memory.
Outcome measures
| Measure |
Cognitive Training
n=21 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=22 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
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|---|---|---|
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The Revised Hopkins Verbal Learning Test
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47.71 units on a scale
Standard Deviation 10.34
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44.14 units on a scale
Standard Deviation 10.70
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PRIMARY outcome
Timeframe: 6-weeksPopulation: t-test; some data were missing due to attrition
The Wechsler Adult Intelligence Scale-IV (WAIS-IV; Wechsler, 2008) Working Memory Index subtests will be employed: (1) Digit Span - participants are asked to repeat a number sequence, repeat in reverse order and then repeat in a sequential order; (2) Arithmetic - participants are asked to mentally solve arithmetic word problems within a time limit; (3) Letter-Number Sequencing - participants are asked to recall a combination of numbers and letters that they must first numerically and alphabetically sequence. Test scores are standardized on a normed scale with a Test mean = 100; SD =15 and higher scores indicate better working memory.
Outcome measures
| Measure |
Cognitive Training
n=21 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=22 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
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|---|---|---|
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The Wechsler Adult Intelligence Scale-IV Working Memory Index
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102 units on a scale
Standard Deviation 14.34
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103.27 units on a scale
Standard Deviation 13.99
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PRIMARY outcome
Timeframe: 6-weeksPopulation: t-test; missing data for some participants due to attrition or technical difficulties in test administration
The Conners' Continuous Performance Task II (CPT-II; Conners \& Staff, 2000) is a computerized task that assesses vigilance and sustained attention. The participant is presented with a stimulus at variable interstimulus event rates and is asked to respond to all stimuli except the "X." Thus they must maintain a continuous response set (sustained attention) and inhibit responding when a specific target is presented. Test scores are normed on a t-score with a Test mean = 50; SD =10; higher scores indicate better response inhibition.
Outcome measures
| Measure |
Cognitive Training
n=26 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=28 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
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|---|---|---|
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The Conners' Continuous Performance Task II
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47.92 units on a scale
Standard Deviation 10.59
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50.11 units on a scale
Standard Deviation 8.44
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PRIMARY outcome
Timeframe: 6-weeksPopulation: t-test; missing data for some participants due to attrition or technical difficulties in test administration
The Color-Word Interference Test is included in the DKEFS tests (DKEFS; Delis, Kaplan, \& Kramer, 2001) and is a variant of the Stroop procedure. Participants are asked to name the ink color (e.g., blue) in which different color words (e.g., red) are printed and thus the test captures ability to inhibit an overlearned response. Test scores are normed on a standardized scale with a Test mean = 10; SD = 3; higher scores indicate better response inhibition.
Outcome measures
| Measure |
Cognitive Training
n=21 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=22 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
|
|---|---|---|
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The Color-Word Interference Test (DKEFS)
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10.86 units on a scale
Standard Deviation 2.37
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10.55 units on a scale
Standard Deviation 2.20
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PRIMARY outcome
Timeframe: 6-weeksPopulation: t-test; missing data for some participants due to attrition or technical difficulties in test administration
The Iowa Gambling Task (IGT; Bechara et al., 1994) is computerized and participants select from among 4 decks of cards that vary in monetary reward and punishment (i.e., risky "bad" decks that result in infrequent but large losses and "good" decks that result in gradual monetary gain over repeated trials). The IGT will be used to assess decision-making. Money earned is the primary outcome with more money earned indicated better decision making. Go to the links in the Reference section to learn more about this outcome measure.
Outcome measures
| Measure |
Cognitive Training
n=26 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=28 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
|
|---|---|---|
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The Iowa Gambling Task
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760.65 Dollars
Standard Deviation 1547.92
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-371.40 Dollars
Standard Deviation 1929.80
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PRIMARY outcome
Timeframe: 6-weeksPopulation: T-test; missing data for some participants due to attrition or technical difficulties in test administration
On TMT Part B (Reitan, 1955) participants are asked to connect consecutively numbered and lettered circles, alternating between letters and numbers, as quickly as possible (speeded set-shifting). Test scores were normalized to a t-score with a mean = 50; SD =10; with higher scores indicating better set-shifting abilities.
Outcome measures
| Measure |
Cognitive Training
n=26 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=28 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
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|---|---|---|
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Trail Making Test (TMT) - Part B
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51.00 units on a scale
Standard Deviation 12.71
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49.93 units on a scale
Standard Deviation 11.71
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PRIMARY outcome
Timeframe: 6-weeksPopulation: t-test; missing data for some participants due to attrition or technical difficulties in test administration
The Wisconsin Card Sorting Test - computer version 4 Research Edition (WCST; Heaton et al., 1993) uses stimulus cards to assess set-shifting, an index of cognitive flexibility. Participants must match a stimulus card to the appropriate card deck based on shape designs and rules that shift throughout the task. Scores were normed with t-scores with a mean = 50; SD =10; and higher scores indicating more cognitive flexibility.
Outcome measures
| Measure |
Cognitive Training
n=26 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=28 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
|
|---|---|---|
|
The Wisconsin Card Sorting Test - Computer Version 4 Research Edition
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48.65 units on a scale
Standard Deviation 14.25
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51.38 units on a scale
Standard Deviation 7.28
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PRIMARY outcome
Timeframe: 6-weeksPopulation: t-test; missing data for some participants due to attrition or technical difficulties in test administration
The Tower Test is included in the Delis-Kaplan Executive Function System Tests (DKEFS; Delis et al., 2001) and participants are tasked with moving five disks across three pegs to construct a target tower in the fewest number of moves possible. The Tower test will be used to assess planning and procedural problem solving. Scores were normed to a standardized score with a mean = 10; SD =3; with higher scores indicating better problem solving abilities.
Outcome measures
| Measure |
Cognitive Training
n=26 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=28 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
|
|---|---|---|
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The Tower Test (DKEFS)
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11.83 units on a scale
Standard Deviation 1.97
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11.00 units on a scale
Standard Deviation 2.00
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SECONDARY outcome
Timeframe: 6-weeksPopulation: t-test; missing data for some participants due to attrition or technical difficulties in test administration
The 80-item Inventory of Psychosocial Functioning (IPF; Marx et al., 2009), was developed among Veterans to assess level of functional impairment. The IPF includes 80 self-report and behavioral indices that assess current psychosocial functioning across 7 domains. Domain scores are summed to yield a total score for psychosocial functioning. The IPF yields a grand mean and seven subscale means for functioning in romantic partnerships, family, friendships, parenting, education, work, and self-care activities. Items are rated from 0 (never) to 6 (always). Each subscale is scored by summing scored items, dividing by the maximum possible score, and multiplying by 100, yielding grand and subscales means of 0-100, with higher scores indicating greater impairment. Because participants may skip subscales that do not apply (except for the self-care subscale), the sum of the IPF subscale means is divided by the number of subscales completed.
Outcome measures
| Measure |
Cognitive Training
n=26 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=28 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
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|---|---|---|
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Functional Status - Inventory of Psychosocial Functioning
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40.41 units on a scale
Standard Deviation 13.53
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40.94 units on a scale
Standard Deviation 11.12
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SECONDARY outcome
Timeframe: 6-weeksPopulation: t-test; missing data for some participants due to attrition or technical difficulties in test administration
The PTSD Checklist - Military Version (PCL-M; Weathers et al., 2012; National Center for PTSD) is comprised of 20 items that correspond to the 20 DSM-5 (APA, 2013) symptoms of PTSD. The PCL-M provides an index of global PTSD symptom severity and will be administered throughout the study. Scores can range from 0-80 with higher scores indicating higher levels of PTSD symptom severity.
Outcome measures
| Measure |
Cognitive Training
n=26 Participants
Participants will complete 22.5 hours of cognitive training exercises over 6-weeks (training 5 times a week) using an app-based program, BrainHQ. BrainHQ is based on a previous neuroscience-based cognitive training program shown to improve cognition in several different randomized controlled studies with other clinical populations.
|
Placebo Control
n=28 Participants
Cognitive training placebo control: Participants will play a rotating set of commercial computer games at the same dose and frequency as the cognitive training. The investigators selected this control activity because it mirrors the game-like properties of the cognitive training and it will be used to control for contact with research personnel and for the non-specific effects of participant motivation and engagement wi
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|---|---|---|
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PTSD Symptom Severity
|
36.04 units on a scale
Standard Deviation 16.15
|
40.64 units on a scale
Standard Deviation 19.59
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Adverse Events
Cognitive Training
Placebo Control
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place