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AgingNCT02007616

Cognitive Aging and Training With Video-games

A study testing Non-action video game training in people with Aging and Healthy, run by Universidad Nacional de Educación a Distancia at 1 site in Spain.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

The ageing of the population will inevitably lead to a growing number of older people living alone and in need of care. Given the high cost of geriatric care, a critical research issue is exploring ways to improve or maintain cognitive and functional status in old age. Read more about this study

Who is it for?
Ages 57 to 85 yearsHealthy volunteers can take part
Conditions the study is for
Aging, Healthy
What is being tested?
Non-action video game training
Could I receive a placebo?
No, everyone receives an active treatment
How many people
30 participants
Where
1 siteSpain
Study dates
Jan 2011to Sep 2013
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 57 to 85 years
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • 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

Who cannot join

  • Diagnosis of dementia
  • Planned move from study area
  • Inability to complete study activities
  • Scores lower than inclusion criteria requirements Communication problems.

Trial locations and contacts

1 site in 1 country.

Spain1 site
  • Facultad de Psicología de la UNED

    Madrid, Madrid, 28040

Other trials in Spain

About this study

Official title: Compensation Factors of Cognitive Ageing: Using Computer Technology to Reduce Cognitive Decline in Ageing

The ageing of the population will inevitably lead to a growing number of older people living alone and in need of care. Given the high cost of geriatric care, a critical research issue is exploring ways to improve or maintain cognitive and functional status in old age. Unfortunately, it has been shown that training those specific cognitive processes most sensitive to ageing (such as speed of processing or working memory), produces only limited beneficial effects. However, research also suggests that factors such as cognitive engagement, physical activity and social context may act as more general modulators of cognitive decline. This project is a longitudinal study with experimental and control groups. It is inspired from the engagement model of cognitive optimization suggesting that a lifestyle marked by social and intellectual engagement may mitigate age-related declines on cognitive functioning. It uses new cutting-edge information computing technology (ICT) solutions to improve or simply maintain cognitive functions in the elderly. This research investigates how the treatment reduces the effects of cognitive age-related decline in executive control processes and episodic (explicit) memory using behavioral and imaging measures. The results will provide significant knowledge on the potential of new ICT technologies to delay, compensate, and even prevent common chronic problems experienced by the elderly population. The hypothesis is that cognitive training with video-games through ICT solutions will promote brain and mental health and independence. Ultimately, the objective is to contribute to the understanding of factors that help avoiding the (personal and economic) consequences of long-term care in geriatric institutions.

Read the detailed description

The aim of the present project was to investigate whether older adults could benefit from brain training with video games in a series of cognitive tasks. Two groups of healthy older adults participated in the study. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the training (experimental group) or a similar period of time (control group) using different cognitive tasks in a 2 (Group: Experimental, control) x 2 (Time os assessment: Pre, post) mixed factorial design.

Conditions
Aging, Healthy
Being tested
Non-action video game training
Keywords
Cognitive aging, Video games training, Attention, Memory, Wellbeing, Speed of processing, Executive functions

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Non-action video game trainingOther

    Based on cognitive training Lumosity

Study groups in NCT02007616
Study groupRoleWhat they receive
Non-action video game trainingExperimental20 1-hour sessions of non-action video game training
Receives: Other: Non-action video game training
ControlNo interventionParticipants in the control group did not receive non-action video game training

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Neuropsychological testing

    Improvement in Neuropsychological tests after training

    Measured: Baseline, 12 weeks, and 24 weeks

  2. Oddball task

    Improvement in attention after training

    Measured: Baseline, 12 weeks, and 24 weeks

  3. Wisconsin task

    Improvement in executive functions

    Measured: Baseline, 12 weeks, and 24 weeks

  4. Speed of processing task

    Improvement in processing speed after training

    Measured: Baseline, 12 weeks, and 24 weeks

  5. Spatial working memory (WM)

    Improvement in spatial working memory

    Measured: Baseline, 12 weeks, and 24 weeks

Secondary outcomes (1)
  1. Efficacy of non-action video game training

    Efficacy of training: Better performance in the trained video games from first training session to the last training session (from 1 to 20 sessions)

    Measured: Up to 12 weeks

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted11 Dec 2013 (estimated)
  2. Study startJan 2011
  3. Primary completionJun 2013
  4. Study completionSep 2013

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Participant
Enrolment
30 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT02007616
Sponsor's protocol ID
PSI2010-21609-C02-01
Status last verified
May 2015
First submitted
4 Dec 2013
Last updated
28 May 2015
Results posted
No
Data monitoring committee
Yes

Publications

  • Ballesteros S, Mayas J, Prieto A, Toril P, Pita C, Laura Pde L, Reales JM, Waterworth JA. A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up. Front Aging Neurosci. 2015 Apr 14;7:45. doi: 10.3389/fnagi.2015.00045. eCollection 2015.

    PubMed 25926790
  • Mayas J, Parmentier FB, Andres P, Ballesteros S. Plasticity of attentional functions in older adults after non-action video game training: a randomized controlled trial. PLoS One. 2014 Mar 19;9(3):e92269. doi: 10.1371/journal.pone.0092269. eCollection 2014.

    PubMed 24647551

Questions about this trial

What is this clinical trial studying?

A study testing Non-action video game training in people with Aging and Healthy, run by Universidad Nacional de Educación a Distancia at 1 site in Spain.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 28 May 2015. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Spain. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Neuropsychological testing (time frame: Baseline, 12 weeks, and 24 weeks). The study lists 5 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT02007616, which also lists 2 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 28 May 2015.

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