Puzzle Game Strategy on Older Adults

NCT ID: NCT06459492

Last Updated: 2024-06-14

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

70 participants

Study Classification

INTERVENTIONAL

Study Start Date

2023-11-01

Study Completion Date

2024-04-30

Brief Summary

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One innovative approach uses puzzle game strategies, including crosswords, Sudoku, and other brain-teasing activities. These strategies have been shown to help maintain attention, improve memory, and keep older adults' thoughts clear and sharp. Additionally, engaging in these activities can provide psychological benefits by offering a sense of achievement, reducing stress, and fostering social interactions.

Detailed Description

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Cognitive abilities naturally decline as people age, one factor leading to deteriorating psychological health among older adults. Therefore, it is crucial to develop interventions to enhance this population's cognitive abilities and psychological well-being through non-pharmacological complementary treatments. Such interventions should focus on improving these symptoms while replacing traditional therapies.

One innovative approach uses puzzle game strategies, including crosswords, Sudoku, and other brain-teasing activities. These strategies have been shown to help maintain attention, improve memory, and keep older adults' thoughts clear and sharp. Additionally, engaging in these activities can provide psychological benefits by offering a sense of achievement, reducing stress, and fostering social interactions.

Given puzzle games' potential to enhance cognitive and psychological health, exploring their effectiveness as a non-pharmacological intervention for community-dwelling older adults is essential. This research aims to fill the gap by empirically investigating the impact of puzzle game strategies on cognitive functioning and psychological well-being in this demographic.

Conditions

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Old Age; Debility

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

SUPPORTIVE_CARE

Blinding Strategy

SINGLE

Participants

Study Groups

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puzzle game strategy study group

Older adults who participate in puzzle game strategies

Group Type EXPERIMENTAL

puzzle game strategies

Intervention Type BEHAVIORAL

One innovative approach uses puzzle game strategies, including crosswords, Sudoku, and other brain-teasing activities. These strategies have been shown to help maintain attention, improve memory, and keep older adults' thoughts clear and sharp. Additionally, engaging in these activities can provide psychological benefits by offering a sense of achievement, reducing stress, and fostering social interactions.

Given puzzle games' potential to enhance cognitive and psychological health, exploring their effectiveness as a non-pharmacological intervention for community-dwelling older adults is essential. This research aims to fill the gap by empirically investigating the impact of puzzle game strategies on cognitive functioning and psychological well-being in this demographic.

older adult control group

Older adults who not participate in puzzle game strategies

Group Type NO_INTERVENTION

No interventions assigned to this group

Interventions

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puzzle game strategies

One innovative approach uses puzzle game strategies, including crosswords, Sudoku, and other brain-teasing activities. These strategies have been shown to help maintain attention, improve memory, and keep older adults' thoughts clear and sharp. Additionally, engaging in these activities can provide psychological benefits by offering a sense of achievement, reducing stress, and fostering social interactions.

Given puzzle games' potential to enhance cognitive and psychological health, exploring their effectiveness as a non-pharmacological intervention for community-dwelling older adults is essential. This research aims to fill the gap by empirically investigating the impact of puzzle game strategies on cognitive functioning and psychological well-being in this demographic.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

* Aged 60 years and above.
* Able to communicate effectively.
* Have mild or moderate cognitive impairment,

Exclusion Criteria

* Have rheumatoid arthritis.
* Hand tremors that could limit their ability to use puzzles.
Minimum Eligible Age

60 Years

Maximum Eligible Age

90 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Alexandria University

OTHER

Sponsor Role lead

Responsible Party

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Responsibility Role SPONSOR

Locations

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Alexandria university

Alexandria, Alexandria Governorate, Egypt

Site Status

Countries

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Egypt

Other Identifiers

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13620

Identifier Type: -

Identifier Source: org_study_id

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