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Clinical Trial Details — Status: Not yet recruiting

Administrative data

NCT number NCT06367231
Other study ID # Pro00134554
Secondary ID
Status Not yet recruiting
Phase
First received
Last updated
Start date May 1, 2024
Est. completion date July 1, 2025

Study information

Verified date April 2024
Source University of Alberta
Contact Adriana M Rios Rincon, PhD, R.OT
Phone 780-492-1728
Email aros@ualberta.ca
Is FDA regulated No
Health authority
Study type Observational

Clinical Trial Summary

Detecting memory problems early is crucial for treating conditions like Mild Cognitive Impairment (MCI), which often leads to dementia. Currently, doctors use tests in clinics to check for these issues. However, there's a growing need for better methods to monitor our cognitive skills over time. Computer games emerge as a cost-effective solution for assessing the brain functions of older adults. 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.


Recruitment information / eligibility

Status Not yet recruiting
Enrollment 58
Est. completion date July 1, 2025
Est. primary completion date May 1, 2025
Accepts healthy volunteers Accepts Healthy Volunteers
Gender All
Age group 65 Years and older
Eligibility Inclusion Criteria: - Reside in Calgary and/or Edmonton, Alberta, Canada - sufficient English language skills to converse in English with research staff Exclusion Criteria: - Moderate or severe limitations in the control or movement of the upper extremity (e.g., severe arthritis, amyotrophic lateral sclerosis, multiple sclerosis) - Visual and hearing impairments - Attention deficit

Study Design


Intervention

Other:
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.

Locations

Country Name City State
n/a

Sponsors (1)

Lead Sponsor Collaborator
University of Alberta

Outcome

Type Measure Description Time frame Safety issue
Primary Cognition - Global The Montreal Cognitive Assessment (MoCA) is a brief 30-point test used to screen for cognitive dysfunction in areas including memory, language, visuospatial skills, executive functions, attention, concentration, and orientation. A score of 26 or above is considered normal. Lower scores suggest potential cognitive impairment. At each session (3 sessions total, once per week, one week apart)
Secondary Cognition - Global The Mini-Mental State Examination (MMSE) is a widely used 30-point questionnaire that assesses cognitive function, including orientation, recall, attention, calculation, language, and basic motor skills. A score of 24 or above typically indicates normal cognitive function, while lower scores suggest possible impairment. At each session (3 sessions total, once per week, one week apart)
Secondary Cognition - Executive Function Trail Making Test, Part A and B. The norms and average completion times for the Trail Making Test (TMT) Parts A and B can vary significantly based on age, education, and the specific population being tested. However, general guidelines can provide some insight:
TMT Part A: Average completion times for adults can range from 20 to 40 seconds. Younger adults and those with higher levels of education tend to complete Part A more quickly. Completion times increase with age.
TMT Part B: This part is more complex and typically takes longer to complete, with average times ranging from 50 to 120 seconds.
At each session (3 sessions total, once per week, one week apart)
Secondary Game Performance Level, Accuracy, Time Obtained during each game (game played at each session, once per week, one week apart)
Secondary Game Engagement Self-reported questionnaire of engagement and engagement indicators At each session (3 sessions total, once per week, one week apart)
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