SCGs as a Proxy for Determining the Cognitive Status of Older Adults
NCT ID: NCT06367231
Last Updated: 2025-08-08
Study Results
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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COMPLETED
6 participants
OBSERVATIONAL
2024-05-01
2025-05-01
Brief Summary
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In our study, we are investigating the potential of computer games to reflect the cognitive skills of older adults. We developed the VibrantMinds platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. We have evaluated these games for ease of use, enjoyment, and their impact on brain functions. Now, our goal is to determine whether these games can offer valuable insights into the cognitive skills of older adults.
We are collecting demographic data, game-playing data, and cognitive test results. Our analysis will determine the correlation between game data, cognitive test outcomes, and demographic information. Additionally, we will assess both the perceived and observed engagement of older adults as they play the games.
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Detailed Description
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Conditions
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Study Design
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COHORT
PROSPECTIVE
Study Groups
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Serious Computer Game Intervention
Older Adults (healthy), Older adults with MCI, older adults with dementia
Each participant will undergo three sessions, spaced one week apart. These sessions will take place either at locations that support the research team's activities or at the participants' homes, offering flexibility to accommodate individual circumstances. The format of these sessions can vary, being either group-based or individual.
Each session is designed to last approximately one hour, with a maximum duration of 90 minutes to ensure thoroughness without overwhelming participants.
VibrantMinds
We are exploring the potential of computer games to reveal insights into the cognitive abilities of older adults. We developed the VibrantMinds (https://vibrant-minds.org/vibrantminds2/start) platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. Our evaluation focused on the usability of these games, their appeal to users, and their effectiveness in enhancing cognitive functions. The next phase of our study aims to determine whether these games can offer meaningful data on the cognitive skills of older adults.
Interventions
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VibrantMinds
We are exploring the potential of computer games to reveal insights into the cognitive abilities of older adults. We developed the VibrantMinds (https://vibrant-minds.org/vibrantminds2/start) platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. Our evaluation focused on the usability of these games, their appeal to users, and their effectiveness in enhancing cognitive functions. The next phase of our study aims to determine whether these games can offer meaningful data on the cognitive skills of older adults.
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* sufficient English language skills to converse in English with research staff
Exclusion Criteria
* Visual and hearing impairments
* Attention deficit
65 Years
ALL
Yes
Sponsors
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University of Alberta
OTHER
Responsible Party
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Locations
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Alzheimer Society of Alberta and Northwest Territories
Edmonton, Alberta, Canada
CapitalCare Corporate Services
Edmonton, Alberta, Canada
Edmonton Life Long Learners
Edmonton, Alberta, Canada
Institute for Continuing Care Education and Research
Edmonton, Alberta, Canada
Shepherd's Care Foundation
Edmonton, Alberta, Canada
St. Michael's Long Term Care Centre,
Edmonton, Alberta, Canada
Sherwood Care
Sherwood Park, Alberta, Canada
Tofield Health Centre
Tofield, Alberta, Canada
Countries
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Related Links
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VibrantMinds Platform
Other Identifiers
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Pro00134554
Identifier Type: -
Identifier Source: org_study_id
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