Acquired Brain Injury Clinical Trial
Official title:
Multi-player Online Video Games for Cognitive Rehabilitation
This research project aims to find out if a multiplayer online video game can provide
therapeutic benefit for people who have survived a brain injury.
Video games provide therapeutic benefits in many contexts (Griffiths, 2005). Players of
online multiplayer games behave altruistically and form friendships (Wang and Wang, 2008).
These positive emotional effects may enhance cognitive rehabilitation, because the cognitive
and emotional sides of rehabilitation are connected (Mateer, 2005).
The hypothesis is thus: that playing multiplayer online games can be a useful form of
cognitive rehabilitation for brain-injured people.
This research will identify whether or not multi-player online video games may be used as a
complementary therapeutic tool. A further aim is to develop guidelines which would help
others considering the use of video games for cognitive rehabilitation.
Status | Not yet recruiting |
Enrollment | 10 |
Est. completion date | January 2014 |
Est. primary completion date | December 2012 |
Accepts healthy volunteers | No |
Gender | Both |
Age group | 18 Years and older |
Eligibility |
Inclusion Criteria: - Have survived an acquired brain injury - Have progressed through the acute stage of treatment and rehabilitation - Be attending a day centre periodically - Have an interest in playing video games - Be physically capable of playing a video game, with adjustments to the user interface as required - Be capable of giving or withholding consent - Have access to suitable computer with internet access at day centre Exclusion Criteria: - Any history of photosensitive epilepsy - Any history of ill effects due to playing video games, or if any ill-effects are shown when playing video games - On advice of medical staff or carer |
Endpoint Classification: Efficacy Study, Intervention Model: Single Group Assignment, Masking: Open Label, Primary Purpose: Basic Science
Country | Name | City | State |
---|---|---|---|
n/a |
Lead Sponsor | Collaborator |
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University of Portsmouth |
Griffiths M. Video games and health. BMJ. 2005 Jul 16;331(7509):122-3. — View Citation
Malec, J., Jones, R., Rao, N., Stubbs, K. (1984) Video game practice effects on sustained attention in patients with craniocerebral trauma. Cognitive Rehabilitation 2 (4): 18 - 23
Mateer, C. (2005) Fundamentals of cognitive rehabilitation. In Halligan, P., and Wade, D. (Eds.) Effectiveness of rehabilitation for cognitive defects. Oxford University Press
Wang CC, Wang CH. Helping others in online games: prosocial behavior in cyberspace. Cyberpsychol Behav. 2008 Jun;11(3):344-6. doi: 10.1089/cpb.2007.0045. — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | Player in-game activity data | All player activity is logged on server with timestamp. Data to be logged: Player movement (ID, location, timestamp) Messages sent (Sender and recipient IDs, text, timestamp) In-game objects created or modified (participant ID, object ID, object type, timestamp) Each weekly session will produce one block of this data. The 21 blocks constitute time series data which will be analysed for evidence of improvement in cognitive skills. |
Time series data collected each hourly session, weekly, for 21 weeks | No |
Secondary | Player attitudes | Each session in debriefing, players will be asked about their attitudes and feelings about the effects of playing video games | Weekly , for 21 weeks | No |
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