Ageing Clinical Trial
— AGEGAMEOfficial title:
Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory
Verified date | October 2017 |
Source | Universidad Nacional de Educación a Distancia |
Contact | n/a |
Is FDA regulated | No |
Health authority | |
Study type | Interventional |
Neuroplasticity-based approaches seem very promising to maintain cognitive health in older
adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this
project are threefold:
1. the evaluation of the effects of a neuroplasticity-based-cognitive randomized
computer-based intervention consisting in training with non-action video games on brain
and cognitive functions that decline with ageing, including attention and spatial
working memory (WM), in older adults using behavioral measures and electrophysiological
recordings (event-related potentials -ERPs- and event-related spectral perturbations
-ERSPs);
2. the study of the effects of age and 3 months maintenance on the cognitive and neural
signatures of transfer effects to attentional and spatial WM tasks; and
3. to investigate the neuroinflammatory mechanisms assessed by non-invasive methods in
saliva from participants underlying cognitive training-induced effects.
A better understanding of these mechanisms elucidates pathways that may be targeted in the
future, either by behavioral or neuropsychological interventions. To achieve these aims, the
investigators will recruit between 60-80 older adults volunteers to participate in the
randomized, controlled, single-blind study. After screening, participants will be randomly
distributed in one of these two groups: experimental and active control. Participants in the
experimental group will receive 16 1 hour computerized training with non-action video games.
The active control group will receive 16 1 hour training sessions with a social video game.
The design is a mixed factorial design with type of intervention (experimental, active
control) and assessment session (pre, post, maintenance). The results from the proposed
research project will clarify the existence of transfer-of-benefit and neural mechanisms
underlying cognitive improvement. The hypothesis is that mental stimulation through
non-action video games will improve attention and memory, promoting brain and mental health,
and extending independence among elderly people by avoiding the negative personal and
economic consequences of long-term care.
Status | Completed |
Enrollment | 75 |
Est. completion date | September 30, 2017 |
Est. primary completion date | September 30, 2017 |
Accepts healthy volunteers | Accepts Healthy Volunteers |
Gender | All |
Age group | 55 Years to 84 Years |
Eligibility |
Inclusion Criteria: - Mini-Mental State Examination (MMSE) score 26 or greater - Global Deterioration Scale (GDS) score less than 5 - Independent living - Normal or correct to normal vision and hearing Exclusion Criteria: - Diagnosis of dementia - Planned move from study area - Inability to complete study activities - Scores lower than inclusion criteria requirements - Communication problems. |
Country | Name | City | State |
---|---|---|---|
Spain | Department of Basic Psychology II (UNED) | Madrid |
Lead Sponsor | Collaborator |
---|---|
Universidad Nacional de Educación a Distancia |
Spain,
Ballesteros S, Mayas J, Ruiz-Marquez E, Prieto A, Toril P, Ponce de Leon L, de Ceballos ML, Reales Avilés JM. Effects of Video Game Training on Behavioral and Electrophysiological Measures of Attention and Memory: Protocol for a Randomized Controlled Tria — View Citation
Type | Measure | Description | Time frame | Safety issue |
---|---|---|---|---|
Primary | STROOP-Negative Priming | Participants with non-action video-game training, change from baseline in selective attention and capacity to inhibit information on Stroop-Negative Priming task at 15 weeks and maintenance at 30 weeks | Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks | |
Primary | ODDBALL | Participants with non-action video-game training, change from baseline in alertness and distraction on Oddball task at 15 weeks and maintenance at 30 weeks | Change from Baseline oddball task at 15 weeks and 30 weeks | |
Primary | N-BACK | Participants with non-action video-game training, change from baseline in working memory on N-back task at 15 weeks and maintenance at 30 weeks | Change from Baseline N-back task at 15 weeks and 30 weeks | |
Primary | CORSI BLOCK | Participants with video-game training, change from baseline in spatial working memory on Corsi block task after at 15 weeks and maintenance at 30 weeks | Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks | |
Secondary | Improvement of the performance (accuracy scores) obtained on the non-action video games (experimental group) and the non-cognitive video games (active comparator) comparing accuracy scores of the first to the last training session. | Efficacy of training: Better performance in the trained video games from first to the last training session comparing accuracy scores of the first to the last training session. | Change from the first training session to the last (16th) training session, up to 12 weeks | |
Secondary | Level of motivation assessed with a questionnaire | Maintenance of motivation from the first to the last training sessions | Maintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks. |
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