Traumatic Brain Injury Clinical Trial
— PLAYOfficial title:
Digital Gaming Used to Improve the Cognitive Functioning and Well-being of People With Traumatic Brain Injury: a Feasibility Study
NCT number | NCT02425527 |
Other study ID # | 40109/14 |
Secondary ID | |
Status | Completed |
Phase | N/A |
First received | |
Last updated | |
Start date | June 2015 |
Est. completion date | April 2016 |
Verified date | November 2020 |
Source | University of Turku |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
The purpose of this feasibility study is to determine whether digital games are effective and acceptable in the treatment for patients with traumatic brain injury.
Status | Completed |
Enrollment | 90 |
Est. completion date | April 2016 |
Est. primary completion date | April 2016 |
Accepts healthy volunteers | No |
Gender | All |
Age group | 18 Years to 65 Years |
Eligibility | Inclusion Criteria: - Adults with age of 18 - 65 years - Diagnosis of traumatic brain injury (diagnostic criteria ICD-10, S06.X, T90.5) - Having TV screen, computer and internet access at home - No active digital play gamer (5 hours or less/a week) - Able to understand, speak and/or read Finnish language - Willing to participate in the study based on their own free will (a signed written informed consent form) - Discharged from the neurologic treatment period due to traumatic brain injury over 12 months before possible recruitment - No active participation in cognitive rehabilitation during the last 3 months Exclusion Criteria: - Age below 18 years or over 65 years of old - Active digital game player (over 5 hours/a week) - Sensory, cognitive or physical (severe cognitive impairment, deficiency preventing the use of regular computers unaided or computer game control system (impairment in vision, severe astigmatism, hemiplegia, disorder in visuospatial perception, dysfunction of the central vestibular system) - Inability to understand, speak and/or read Finnish language - Apathy identified in previous neuropsychological evaluations - Diagnosed severe mental disorders (e.g. schizophrenia or severe depressive disorders to be identified as the secondary diagnosis) - Unwillingness and/or incapability to participate in the study - Active cognitive rehabilitation during the last 3 months |
Country | Name | City | State |
---|---|---|---|
Finland | University of Turku | Turku |
Lead Sponsor | Collaborator |
---|---|
University of Turku | BCB Medical, Kuntoutus Orton Oy, Oy Nordisk Film Ab / Playstation, Serious Games Finland Oy, The Finnish Association of People with Physical Disabilities, The Finnish Funding Agency for Technology and Innovation (TEKES), TribeFlame Oy, Turku University Hospital, Validia Kuntoutus Oy |
Finland,
Välimäki M, Korkeila J, Kauppi K, Kaakinen JK, Holm S, Vahlo J, Tenovuo O, Hämäläinen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Protocol of a Feasibility Study. JMIR Res Protoc. 2016 Feb 9;5(1):e6. doi: 10.2196/resprot.4841. — View Citation
Välimäki M, Mishina K, Kaakinen JK, Holm SK, Vahlo J, Kirjonen M, Pekurinen V, Tenovuo O, Korkeila J, Hämäläinen H, Sarajuuri J, Rantanen P, Orenius T, Koponen A. Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomiz — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Processing speed and visuomotor tasks (Trail Making Test (TMT), WAIS-IV tasks) | follow-up on 3 months after the last intervention | ||
Secondary | Attention and executive functions (Simon task) | Simon task | follow-up on 3 months after the last intervention | |
Secondary | Working memory (The Paced Auditory Serial Addition Test (PASAT), WAIS-IV) | The Paced Auditory Serial Addition Test (PASAT), WAIS-IV | follow-up on 3 months after the last intervention | |
Secondary | Depression (Patient Health Questionnaire (PHQ-9) | Patient Health Questionnaire (PHQ-9) | follow-up on 3 months after the last intervention | |
Secondary | Self-efficacy (General Self-efficacy Scale (GSC) | General Self-efficacy Scale (GSC) | follow-up on 3 months after the last intervention | |
Secondary | Executive functions (The Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A) | The Behavior Rating Inventory of Executive Function-Adult Version (BRIEF-A) | follow-up on 3 months after the last intervention | |
Secondary | Feasibility (adherence) | Adherence: willingness to participate in the study (participation/refusal); follow-up measurement instruments filled in three different time lines (yes/no); drop-out for any reason (yes/no); involvement in the interventions for 8 weeks period (yes/no) Usability: "Was the game usable?" (yes/no) Satisfaction: "Have you been satisfied with the game?" (yes/no) Use: "Would you like to use the game in the future?" (yes/no/maybe) | at baseline, during the intervention and after the intervention (in 8 weeks) |
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