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Clinical Trial Details — Status: Completed

Administrative data

NCT number NCT05924490
Other study ID # IRB 12-57
Secondary ID
Status Completed
Phase N/A
First received
Last updated
Start date January 31, 2013
Est. completion date October 1, 2018

Study information

Verified date May 2021
Source The University of Texas at Dallas
Contact n/a
Is FDA regulated No
Health authority
Study type Interventional

Clinical Trial Summary

The purpose of this research is to examine whether and to what extent training of different types of cognitive engagement will improve performance on fluid cognitive abilities that typically decline with age. The research covered by this protocol will use behavioral data that yield response latencies and accuracies of the untrained tasks, and brain activations in fMRI tasks, to test specific hypotheses about neural plasticity and cognitive plasticity from these engagement techniques. Hence, human subjects will be employed in an experiment lasting for 20 hours spanning over 2 months where they will either receive real-time strategy-based videogame training or crystallized intelligence training. In addition, long-term retention data will be obtained after 6 month post-training to investigate any long-term benefits.


Description:

The purpose of this research is to examine whether and to what extent training of different types of cognitive engagement will improve performance on fluid cognitive abilities that typically decline with age (such as, speed of information processing, working memory capacity, episodic memory, and executive functions). The research covered by this protocol will use behavioral data that yield response latencies and accuracies of the untrained tasks, and brain activations in fMRI tasks, to test specific hypotheses about the extent of transfer, if any, and the underlying cognitive constructs that may be trained in the process. Hence, human subjects will be employed in an experiment lasting for 20 hours spanning over 2 months where they will either receive real-time strategy-based videogame training or crystallized intelligence training. In addition, long-term retention data will be obtained after 6 month post-training to investigate any long-term benefits.


Recruitment information / eligibility

Status Completed
Enrollment 58
Est. completion date October 1, 2018
Est. primary completion date April 1, 2018
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 50 Years and older
Eligibility Inclusion Criteria: - Right-handed - over 50 Years of Age - native or fluent English speaker - not Color-blind - Magnetic Resonance Imaging eligible - Mini Mental Status Examination Score >24 Exclusion Criteria: - Left-handed or ambidextrous - younger than 50 - cannot distinguish colors during color blindness test - claustrophobia - metal artifact in body - over 300 lb - pacemaker - MMSE score lower than 24 - history of stroke - history of substance or alcohol abuse - currently taking anti-psychotic or anti-depression medication

Study Design


Related Conditions & MeSH terms


Intervention

Behavioral:
Real-time strategy-based videogame training
Rise of Nation is a complex strategy-based video game, in which individualized-adaptive feedbacks are constantly given to players based on their performance.
Semantic Knowledge training
Packages of various cross-word puzzles include word search, word ladder, and word wheel.

Locations

Country Name City State
United States The Center for Vital Longevity (UT Dallas) Dallas Texas

Sponsors (1)

Lead Sponsor Collaborator
The University of Texas at Dallas

Country where clinical trial is conducted

United States, 

Outcome

Type Measure Description Time frame Safety issue
Other Immediate change in the processing speed construct Change in the processing speed construct from baseline to post-training. Higher change in score represents better outcome. 9-11 weeks
Primary Immediate change in the composite score of executive functions Change in the composite score of executive functions, and its subcomponents, from baseline to post-training. Higher change in score represents better outcome. 9-11 weeks
Primary Immediate change in the composite score of episodic memory Change in the composite score of episodic memory from baseline to post-training.Higher change in score represents better outcome. 9-11 weeks
Primary Immediate change in brain activations during executive functions: multi-tasking Change in fMRI brain activations from baseline to post-training. 9-11 weeks
Primary Immediate change in brain activations during executive functions: working memory updating Change in fMRI brain activations from baseline to post-training. 9-11 weeks
Secondary Immediate change in the composite score of working memory capacity Change in the composite score of working memory capacity from baseline to post-training.Higher change in score represents better outcome. 9-11 weeks
Secondary Immediate change in the fluid reasoning measure Change in the fluid reasoning measure (Raven's Advanced Progressive Matrices, a paper and pencil test) from baseline to post-training. Higher change in score represents better outcome. 9-11 weeks
Secondary immediate change in the composite score of cognition Change in composite score of cognition from baseline to long-term retention. Composite score for overall cognition is summed across composite scores for executive function, processing speed, processing speed, working memory capacity and fluid reasoning. Higher change in score represents better outcome. 9-11 weeks
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