Effects of Modern Board Games on Well Being in Older Adults

NCT ID: NCT06306365

Last Updated: 2024-10-04

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

35 participants

Study Classification

INTERVENTIONAL

Study Start Date

2024-02-07

Study Completion Date

2024-06-28

Brief Summary

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The aim of the study is to assess the effects of an intervention using modern board game-based learning in a sample of older individuals. The evaluation will focus on determining if there is a change in executive functions, social participation, and participants' perception of well-being.

Detailed Description

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The aim of the study is to assess the effects of an intervention using modern board game-based learning in a sample of older individuals. The intervention will last for 12 weeks, incorporating the use of the 16 board games identified in the previous study, which also established the most suitable adaptations and methodologies for this age group. The study will take place in a senior living facility. A quasi-experimental methodology will be employed, involving both a control group and an experimental group. The evaluation will focus on determining if there is a change in executive functions, social participation, and participants' perception of well-being.

Conditions

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Executive Functions

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

A quasi-experimental methodology will be employed, involving both a control group and an experimental group. Randomized control trial.
Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

NONE

No masking.

Study Groups

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Experimental

Subjects belonging to this group perform a modern board game-based learning.

Group Type EXPERIMENTAL

Modern board game-based learning

Intervention Type BEHAVIORAL

Modern board game-based learning involves using contemporary board games as educational tools. It emphasizes active participation, critical thinking, and social interaction among participants. By integrating strategic thinking and problem-solving within a game context, this approach aims to enhance learning experiences in an engaging and enjoyable manner. In this study, board games have been selected to target and engage executive functions.

Control (no intervention)

Subjects belonging to this group not perform intervention.

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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Modern board game-based learning

Modern board game-based learning involves using contemporary board games as educational tools. It emphasizes active participation, critical thinking, and social interaction among participants. By integrating strategic thinking and problem-solving within a game context, this approach aims to enhance learning experiences in an engaging and enjoyable manner. In this study, board games have been selected to target and engage executive functions.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Be residents of the Centro Doctor Villacián (Valladolid).
* Willing to commit to the study.
* Have literacy skills.

Exclusion Criteria

· Presentation of advanced dementia case.
Minimum Eligible Age

65 Years

Maximum Eligible Age

120 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Centro Doctor Villacián, Valladolid, Spain

UNKNOWN

Sponsor Role collaborator

European University Miguel de Cervantes

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Locations

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European University Miguel of Cervante

Valladolid, , Spain

Site Status

Countries

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Spain

References

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Ching-Teng Y. Effect of board game activities on cognitive function improvement among older adults in adult day care centers. Soc Work Health Care. 2019 Oct;58(9):825-838. doi: 10.1080/00981389.2019.1656143. Epub 2019 Aug 21.

Reference Type BACKGROUND
PMID: 31432758 (View on PubMed)

Verghese J, Lipton RB, Katz MJ, Hall CB, Derby CA, Kuslansky G, Ambrose AF, Sliwinski M, Buschke H. Leisure activities and the risk of dementia in the elderly. N Engl J Med. 2003 Jun 19;348(25):2508-16. doi: 10.1056/NEJMoa022252.

Reference Type BACKGROUND
PMID: 12815136 (View on PubMed)

Estrada-Plana V, Montanera R, Ibarz-Estruga A, March-Llanes J, Vita-Barrull N, Guzman N, Ros-Morente A, Ayesa Arriola R, Moya-Higueras J. Cognitive training with modern board and card games in healthy older adults: two randomized controlled trials. Int J Geriatr Psychiatry. 2021 Jun;36(6):839-850. doi: 10.1002/gps.5484. Epub 2021 Jan 8.

Reference Type BACKGROUND
PMID: 33275804 (View on PubMed)

Dartigues JF, Foubert-Samier A, Le Goff M, Viltard M, Amieva H, Orgogozo JM, Barberger-Gateau P, Helmer C. Playing board games, cognitive decline and dementia: a French population-based cohort study. BMJ Open. 2013 Aug 29;3(8):e002998. doi: 10.1136/bmjopen-2013-002998.

Reference Type BACKGROUND
PMID: 23988362 (View on PubMed)

Gates NJ, Vernooij RW, Di Nisio M, Karim S, March E, Martinez G, Rutjes AW. Computerised cognitive training for preventing dementia in people with mild cognitive impairment. Cochrane Database Syst Rev. 2019 Mar 13;3(3):CD012279. doi: 10.1002/14651858.CD012279.pub2.

Reference Type BACKGROUND
PMID: 30864747 (View on PubMed)

Lee BO, Yao CT, Pan CF. Effectiveness of board game activities for reducing depression among older adults in adult day care centers of Taiwan: a quasi-experimental study. Soc Work Health Care. 2020 Oct-Dec;59(9-10):725-737. doi: 10.1080/00981389.2020.1842576. Epub 2020 Nov 2.

Reference Type BACKGROUND
PMID: 33138738 (View on PubMed)

Nakao M. Special series on "effects of board games on health education and promotion" board games as a promising tool for health promotion: a review of recent literature. Biopsychosoc Med. 2019 Feb 19;13:5. doi: 10.1186/s13030-019-0146-3. eCollection 2019.

Reference Type BACKGROUND
PMID: 30820242 (View on PubMed)

Related Links

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https://segah.org/2017/docs/Papers/Session%206%20-%20Education/O-S06-4-01.pdf

Developing serious games to promote cognitive abilities for the elderly. In 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH) (pp. 1-8). IEEE.

https://dialnet.unirioja.es/servlet/articulo?codigo=6292831

Envejecimiento activo: un cambio de paradigma sobre el envejecimiento y la vejez. Aula abierta, 47(1), 45-54.

Other Identifiers

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PI-DOC003-WBOA

Identifier Type: -

Identifier Source: org_study_id

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