An Open Platform of Serious Games for Cognitive Intervention

NCT ID: NCT06366867

Last Updated: 2025-04-17

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

SUSPENDED

Clinical Phase

NA

Total Enrollment

122 participants

Study Classification

INTERVENTIONAL

Study Start Date

2022-08-03

Study Completion Date

2026-08-01

Brief Summary

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Computer games are increasingly utilized as tools for studying cognitive skills, aging, individual differences, and development. They offer a unique advantage by presenting challenges that more closely mirror the complexities and demands of everyday tasks compared to traditional laboratory experiments, clinical tests, and standardized assessments. Our team took an innovative step in this direction by developing a suite of tablet-based games, titled VibrantMinds. These games, varying in type, are designed to measure diverse cognitive indicators, acting as proxies for assessments typically conducted using paper-and-pencil tests in clinical settings.

VibrantMinds games have been specifically crafted to be user-friendly and engaging for older adults, including those with dementia. Our studies have shown that these individuals not only find the games accessible but also exhibit measurable improvement in gameplay, suggesting potential benefits for cognitive skill training.

Building on this foundation, we are now poised to conduct an in-depth investigation into the actual effectiveness of serious computer games (SCGs) for cognitive enhancement and their application in real-world settings for older adults. This next phase of research will leverage the VibrantMinds platform to carry out studies aimed at validating software-defined indicators of cognitive function and measuring the impact of game-based interventions on cognitive abilities, health-related quality of life, and other significant real-life outcomes.

The anticipated results promise to expand our understanding of the potential for new technologies in cognitive assessment and intervention. Moreover, by employing machine learning analysis of the data collected through VibrantMinds, we aim to develop a taxonomy that correlates game complexity and player performance with conventional clinical instruments for assessing cognitive status and functioning.

Detailed Description

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Conditions

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Mild Cognitive Impairment Dementia Alzheimer Disease Aging

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

The experimental group will receive VibrantMinds, which consists of sessions with serious computer games in addition to the standard care, whilst the control group will receive the standard of care used at the healthcare facilities.
Primary Study Purpose

DEVICE_FEASIBILITY

Blinding Strategy

DOUBLE

Investigators Outcome Assessors
Random allocation, 1:1 ratio by a computer-based randomizer

Study Groups

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VibrantMinds + Standard Care

Older adults at long-term care facilities receive the VibrantMinds games in addition to routine standard care administered by the facility and staff.

Group Type EXPERIMENTAL

VibrantMinds

Intervention Type DEVICE

VibrantMindVibrantMinds offers five tablet games targeting cognitive stimulation in older adults: Whack-A-Mole, Word Search, Bejeweled, Mahjong Solitaire, Memory Game, and Glenrose Grocery Game (GGG). These games vary from nostalgic (e.g., Mahjong Solitaire) to leisure-oriented (e.g., Bejeweled), aiming to blend fun with cognitive exercises. Especially designed for ease of use, they cater to older individuals, including those with dementia, gradually increasing in difficulty to match player skill levels. The GGG stands out by integrating game design with everyday cognitive tasks, offering a practical simulation of grocery shopping. Developed with older adult input, VibrantMinds aims to enhance cognitive health in seniors through engaging, meaningful gameplay, supporting its clinical trial's focus on cognitive wellness in the aging.

Standard Care

Older adults at long-term care facilities receive routine standard care administered by the facility and staff.

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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VibrantMinds

VibrantMindVibrantMinds offers five tablet games targeting cognitive stimulation in older adults: Whack-A-Mole, Word Search, Bejeweled, Mahjong Solitaire, Memory Game, and Glenrose Grocery Game (GGG). These games vary from nostalgic (e.g., Mahjong Solitaire) to leisure-oriented (e.g., Bejeweled), aiming to blend fun with cognitive exercises. Especially designed for ease of use, they cater to older individuals, including those with dementia, gradually increasing in difficulty to match player skill levels. The GGG stands out by integrating game design with everyday cognitive tasks, offering a practical simulation of grocery shopping. Developed with older adult input, VibrantMinds aims to enhance cognitive health in seniors through engaging, meaningful gameplay, supporting its clinical trial's focus on cognitive wellness in the aging.

Intervention Type DEVICE

Eligibility Criteria

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Inclusion Criteria

* Older adults aged 65 years and older.
* Cognitive impairment within a specific range as measured by the Mini-Mental State -Examination (MMSE scores between 7 and 25).
* Ability to interact with the Serious Cognitive Games (SCGs) platform, indicating a necessary level of awareness.
* Functional vision and hearing, with or without aids (glasses/hearing aids), to engage with the SCGs platform.
* Functional upper extremity function to interact with the SCGs.

Exclusion Criteria

* Presence of influenza, COVID-19, or another virus that could affect performance or pose a risk to others.
* Inability to communicate or comprehend instructions in English
* Moderate to severe limitations in upper extremity control or movement, significant visual or hearing impairments, or attention deficits that could impact the ability to successfully engage with the SCGs. Participants or their care partners who feel these conditions would interfere with study participation are excluded.
Minimum Eligible Age

65 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

No

Sponsors

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Alberta Health services

OTHER

Sponsor Role collaborator

CapitalCare

UNKNOWN

Sponsor Role collaborator

University of Alberta

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Locations

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CapitalCare Group Inc Facilities

Edmonton, , Canada

Site Status

Countries

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Canada

Related Links

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Other Identifiers

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Pro00097579

Identifier Type: -

Identifier Source: org_study_id

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