Interactive Digital Technology to Assess and Improve Cognitive Dysfunction in Patients With Systemic Lupus Erythematosus

NCT ID: NCT03746197

Last Updated: 2020-01-13

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

UNKNOWN

Clinical Phase

NA

Total Enrollment

60 participants

Study Classification

INTERVENTIONAL

Study Start Date

2018-06-06

Study Completion Date

2020-07-01

Brief Summary

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The purpose of this study is to evaluate whether a short interactive video game device is associated with performance on standard measures of attention and problem solving in patients with systemic lupus erythematosus(SLE). The study is also designed to see if playing the video game for four weeks improves attention and problem solving in patients with SLE.

Detailed Description

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Conditions

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Lupus Erythematosus, Systemic

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

DOUBLE

Caregivers Investigators

Study Groups

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Project EVO Multi- Treatment

Treatment group receives video game device treatment. Participant plays the game for 30 minutes a day, at least five days a week for four weeks.

Group Type EXPERIMENTAL

Project EVO Multi- Treatment

Intervention Type DEVICE

The EVO platform assesses perceptual discrimination while single-and multi-tasking. Visuomotor tracking involves navigating a character through a dynamically moving environment while avoiding obstacles. EVO uses adaptive algorithms to change game difficulty on a trial by trial and patient by patient basis for the tracking task and discrimination task with real-time feedback.

Control

No contact control

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Project EVO Multi- Treatment

The EVO platform assesses perceptual discrimination while single-and multi-tasking. Visuomotor tracking involves navigating a character through a dynamically moving environment while avoiding obstacles. EVO uses adaptive algorithms to change game difficulty on a trial by trial and patient by patient basis for the tracking task and discrimination task with real-time feedback.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* Diagnosis of SLE

Exclusion Criteria

* Major neurological problems (head trauma, degenerative vascular or metabolic disorder; neoplasm or toxic exposure) prior to SLE
* Major psychiatric disorder prior to SLE
* Major substance abuse
* Pregnant
* Major motor impairment
* High SLE disease activity
* History of learning disability
Minimum Eligible Age

18 Years

Maximum Eligible Age

65 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Novartis Pharmaceuticals

INDUSTRY

Sponsor Role collaborator

Akili Interactive Labs, Inc.

INDUSTRY

Sponsor Role collaborator

National Jewish Health

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Locations

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Natinal Jewish Health

Denver, Colorado, United States

Site Status

Countries

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United States

Other Identifiers

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HS 3063

Identifier Type: -

Identifier Source: org_study_id

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