Cognitive FunctionGAME-SNCT03133143
Video Games Among People With Schizophrenia
A study testing Cognifit and SIMS 4 (Maxis, Inc) in people with Cognitive Function and Schizophrenia and Disorders With Psychotic Features, run by The Hong Kong Polytechnic University at 9 sites in Hong Kong.
Trial summary
The investigators aim to establish a research project to test the impact of gaming by carrying out a digital gaming interventions, monitoring its cognitive and clinical outcomes, while concurrently performing a multimodal brain imaging experiment. Read more about this study
- Who is it for?
- Ages 18 to 60 years
- Conditions the study is for
- Cognitive Function, Schizophrenia and Disorders With Psychotic Features
- What is being tested?
- Cognifit and SIMS 4 (Maxis, Inc)
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 143 participants
- Where
- 9 sitesHong Kong
- Study dates
- 16 May 2019to 31 Dec 2021
- 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 18 to 60 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- patients' diagnoses of schizophrenia (Diagnostic and Statistical Manual DSM-IV)
- able to speak Cantonese
- be unfamiliar with video games or at least non-active game players (play < 5h/week)
- have the ability to provide written informed consent
- be viewed as being able to safely take part and have the cognitive status deemed suitable for participation (assessed by a chief psychiatrist based on his/her clinical expertise)
Who cannot join
- meeting diagnostic criteria for a current major depressive, manic or hypomanic episode (DSM-IV), or mental retardation
- having severe visual impairment
- being an active game player (i.e. gaming > 5 h/week)
- displaying a lack of ability to decide their own participation
- displaying substance abuse (other than nicotine dependence)
- having head injury, hemiplegia, or other neurological disorders
Show all 9Show fewer
- having had an Electroconvulsive Therapy (ECT) in the past six months
- having a lack of Magnetic Resonance Imaging (MRI) compatibility (for example, patients with cardiac pacemakers, metallic implants, restless behaviour)
- pregnancy
Trial locations and contacts
9 sites in 1 country.
9 sites in 1 country
Hong Kong9 sites
Comfort Rehabilitation Home
Hong Kong
Everbright Rehabilitation Centre
Hong Kong
Home of Treasure
Hong Kong
Kowloon Hospital
Hong Kong
Mental Health Association of Hong Kong
Hong Kong
Pamela Youde Nethersole Eastern Hospital
Hong Kong
Parklane Rehabilitation Home
Hong Kong
Richmond Fellowship of Hong Kong
Hong Kong
Maxgrace Fuller House
Kowloon
About this study
Official title: The Impact of Video Gaming on Cognitive Functioning in People With Schizophrenia
The investigators aim to establish a research project to test the impact of gaming by carrying out a digital gaming interventions, monitoring its cognitive and clinical outcomes, while concurrently performing a multimodal brain imaging experiment.
Read the detailed description
The effectiveness of the gaming intervention will be assessed using a controlled, controlled, single-blind clinical trial with a pragmatic, three-arm parallel-group design.
Interventions: Participants will be randomised into three groups: Cognitive training (intervention group, CogniFit, N=78), entertainment video gaming (active control group, SIMS4, N=78) and treatment as usual (a passive control group, N=78). The mechanism of CogniFit (intervention) lies on the evidence for computerised exercises focusing on auditory and verbal processing, which are likely to yield improved verbal learning and memory and activate reward systems of the brain that drive brain plasticity in adults with schizophrenia. SIMS4 game (active control) offers entertainment without any known cognitive or health-related outcome. The data collection, subject recruitment and training will be carried out in an outpatient psychiatric units or outpatient clinics, mental health associations, and residential homes in Hong Kong. The study is aimed for patients' diagnoses of schizophrenia.
Recruitment: An extended informed consent process will be used. The health service's medical records at the study site will be screened by the authority of the staff of the organisation. Patients will be screened to determine their eligibility for study participation. Eligible participant will first receive a short leaflet of the study from the staff or during a short information session organised for the participants to consider their availability. If an eligible patient shows interest, more detailed written and oral information will be shared.
After signing informed consent forms (two identical copies), baseline data with background information, Intelligence Quotient (IQ, if available) and MMSE will be collected to show evidence of the participants' capacity to give informed consent. Medication dosage [chlorpromazine equivalence] will be collected as some medications currently used in schizophrenia may affect the response to cognitive training strategies.
Recruitment will continue until the required sample size has been obtained.
Randomisation: After baseline data collection, the Trial Manager will be informed (by email, text message, WhatsApp) about a new participant and he/she will allocate the participant to one of the three arms based on a list of computer-generated random numbers provided by an external clinical trial randomisation service (blocks of 6 consecutive patients, a 1:1:1 ratio). Allocation will be masked to the outcome assessors, and the trial statistician, but it cannot be masked from the RAs who recruit the patients and the treatment staff working with the patients.
For neuroimaging assessment (EEG, fMRI, resting state), a sub-sample from our total sample will be randomised at baseline. Randomisation will be based on a list of computer-generated random numbers.
Power analysis and sample size: The investigators calculated the sample size based on (1) the number of actual pairwise tests to be made for the efficacy of the primary outcome and (2) the two-level modelling approach in the final data analysis, in which the type I error has been adjusted. The statistical efficiency will be ensured using the MANOVA method for multiple group comparison. First, given that video gaming is a fairly novel strategy, the investigators will base the sample size calculation (a priori) on a cognitive-efficacy meta-analysis for patients with schizophrenia showing and overall effect size (ES, Cohens' D) of 0.58 on verbal working memory (a primary outcome). Based on our hypothesis, the primary endpoints are the effects in verbal working memory at 3 and 6 months of cognitive training in the gaming group, in comparison with the other two groups: cognitive training vs. entertainment gaming, cognitive training vs. non-gaming control group. Four pairwise interactions between the contrast of the two comparisons and the two time points will be tested. For multiple comparison tests of four, for a type I error level of 5% (two-sided), an adjusted significant level should be = (1- (1- 0.05)4) /2 = 0.01274 /2 = 0.0064, and the corresponding z score for a one-sided test is 2.49. Given the effect size 0.58, assuming equal sample size of the three groups, with a statistical power of 0.8 and = 0.01274, the investigators require at least 198 subjects (66 per group) by applying the equation, 2(Z1- + Z1- /2)2 / ES2. According to a meta-analysis,40 the total sample size in previous cognitive training studies has typically been 50 (range 10-138).
Using evidence-based rationale for patient flow in this study, the investigators can assume that about 60% of patients that will be screened will not be eligible for the study due to age or lack of capacity to participate in the study. Based on the literature, about 45% of patients with schizophrenia will refuse to participate in the RCT studies, and 16% will drop-out during the course of intervention. Thus, the investigators need a total of 234 participants to be randomply allocated to three study groups, and 198 participants in follow-ups. Based on this knowledge, a total of 985 subjects need to be approached. The numbers are realistic given that the total number of patients with schizophrenia in our study sites is about 5,500, and the total number of schizophrenia patients in Hong Kong is 40,000.
Second, for neuroimaging assessment, a sub-sample of 126 participants from our total sample (N = 198) will need (63%) to be randomised at baseline. Randomisation will be based on a list of computer-generated random numbers. The investigators assume that 30% will drop-out between baseline and the 3-month follow-up assessment, which leave us with 29 patients in each group (totally 87 participants at baseline). The sample size will be appropriate for our neuroimaging assessment; the average number of participants in RCT studies assessing patient cognition or changes in brain structure has been about 20.
The investigators will also verify whether the interventions have been delivered as designed (intervention fidelity). Therefore, patient gaming logs (gaming frequency [number of gaming sessions per week], the length of each session [minutes], number of drop-outs) and patient gaming diaries including descriptions of possible strengths and limitations of the interventions will be analysed with the content analysis based on the data to be collected from patient diaries.
- Being tested
- Cognifit, SIMS 4 (Maxis, Inc)
- Keywords
- Cognitive Function, Schizophrenia and Disorders with Psychotic Features, Computers, Digital
- Medical subject headings
- Schizophrenia Spectrum and Other Psychotic Disorders
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
CognifitBehavioural
CogniFit is an Internet browser-based digital brain training program, to improve cognitive abilities based on a personalised brain training regimen. Participants are instructed to play all games assigned by cognifit from three categories (memory, spatial perception, and mental planning) during each training session. After playing the games in these three categories, they are free to choose which exercises they wish to play.
SIMS 4 (Maxis, Inc)Behavioural
The Sims 4 is a life simulation PC game. It is purely an entertainment game without known cognitive or health-related outcomes. Does not iclude high-intensity action and competition. This specific game and non-competitive games like it in general do not improve attention, working memory, or other cognitive abilities despite being engaging and fun.
| Study group | Role | What they receive |
|---|---|---|
| Cognifit | Experimental | Participants are instructed to play CogniFit 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming. Receives: Behavioral: Cognifit |
| SIMS 4 (Maxis, Inc) | Active comparator | Participants are instructed to play SIMS 4 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming. Receives: Behavioral: SIMS 4 (Maxis, Inc) |
| Treatment as usual | No intervention | No specific intervention will be offered to those who receive treatment as usual according to their treatment schedule. The participants are encouraged not to play video games during the study period. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Verbal working memory function at 3-month and 6-month follow-ups
Measured by Letter-number-span task from Wechsler Memory Scale III (WMS III), simplified/traditional Chinese versions. The instrument includes the National Institute of Mental Health - Measurement and Treatment Research to Improve Cognition in Schizophrenia 50 battery (NIMH-MATRICS50).
Measured: 3-month and 6-month follow-ups
Secondary outcomes (18)
Cognitive functioning: speed of processing
A battery of cognitive tests: speed of processing [Trail Making Test A].
Measured: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: attention
A battery of cognitive tests: attention (serotonin transporter; SERT).
Measured: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: vigilance
A battery of cognitive tests: vigilance [SERT].
Measured: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: visuo-spatial working memory
A battery of cognitive tests: visuo-spatial working memory [Spatial span from WMS III].
Measured: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: reasoning
A battery of cognitive tests: reasoning [Wisconsin Card Sorting Task).
Measured: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: problem solving
A battery of cognitive tests: problem solving [Wisconsin Card Sorting Task).
Measured: Baseline, after intervention (three months) and at six months follow-up
Social functioning: severity of social phobia
A Chinese version of Brief Social Phobia Scale (BSPS51) assessing severity of social phobia.
Measured: Baseline, after intervention (three months) and at six months follow-up
Social functioning: treatment response in social phobia
A Chinese version of Brief Social Phobia Scale (BSPS51) assessing treatment response in social phobia.
Measured: Baseline, after intervention (three months) and at six months follow-up
Experience of pleasure: anticipatory component
The 'temporal Experience of Pleasure Scale' (TEPS, Chinese version) covers the anticipatory component.
Measured: Baseline, after intervention (three months) and at six months follow-up
Experience of pleasure: consummatory component
The 'temporal Experience of Pleasure Scale' (TEPS, Chinese version) covers the consummatory component.
Measured: Baseline, after intervention (three months) and at six months follow-up
Self-efficacy
Chinese version of 'General Self-Efficacy Scale' (GSE) is a self-report measure of self-efficacy.
Measured: Baseline, after intervention (three months) and at six months follow-up
Psychotic symptoms
The Chinese version of the Clinical Assessment Interview for Negative Symptoms (CAINS) administered by qualified psychiatrists in Hong Kong who have received proper training for this assessment tool.
Measured: Baseline, after intervention (three months) and at six months follow-up
Anhedonia symptoms
Other symptoms, which might confound negative symptom presentation and need to be assessed include: 'The Calgary Depression Scale for Schizophrenia' (CDS-C), an observer-rated Likert-scale to measure depressive symptoms; The Simpson-Angus Rating Scale (SAS), the Barnes Akathisia Rating Scale (BARS), and the Abnormal Movement Involuntary Scale (AIMS).
Measured: Baseline, after intervention (three months) and at six months follow-up
Avolition symptoms
Other symptoms, which might confound negative symptom presentation and need to be assessed include: 'The Calgary Depression Scale for Schizophrenia' (CDS-C), an observer-rated Likert-scale to measure depressive symptoms; The Simpson-Angus Rating Scale (SAS), the Barnes Akathisia Rating Scale (BARS), and the Abnormal Movement Involuntary Scale (AIMS).
Measured: Baseline, after intervention (three months) and at six months follow-up
Neurocognition: the impact of gaming on brain functional networks (EEG/rsfMRI)
EEG/Resting states fMRI. The impact of gaming on brain functional networks can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Measured: Baseline, after intervention (three months)
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/rsfMRI)
EEG/Resting states fMRI. The impact of gaming on changes in neuronal dynamics can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Measured: Baseline, after intervention (three months)
Neurocognition: the impact of gaming on brain functional networks (EEG/Structural magnetic resonance imaging)
Structural magnetic resonance imaging. The impact of gaming on brain functional networks can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Measured: Baseline, after intervention (three months)
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/Structural magnetic resonance imaging)
Structural magnetic resonance imaging. The impact of gaming on changes in neuronal dynamics can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Measured: Baseline, after intervention (three months)
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted28 Apr 2017
- Study start16 May 2019
- Primary completion31 Jul 2021
- Study completion31 Dec 2021
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Cognitive FunctionStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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
- Supportive care
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- A controlled, single-blind clinical trial with a pragmatic, three-arm parallel-group design.
- Masking
- Double blind
- Who is masked
- Investigator, Outcomes assessor
- Enrolment
- 143 participants (actual)
Sponsor and investigators
- Lead sponsor
- The Hong Kong Polytechnic University
- Sponsor type
- University, hospital or other
- Collaborators
- University of Helsinki, University of Turku, Kowloon Hospital, Hong Kong, Pamela Youde Nethersole Eastern Hospital, Maxgrace Fuller House, The Mental Health Association of Hong Kong, Sichuan University
- Responsible party
- Principal investigator, Maritta Anneli Välimäki, The Hong Kong Polytechnic University
- Investigators
- Maritta Välimäki, Professor, Principal investigator, Xiang Nursing School, Central South University; Hong Kong Polytechnic University; University of Turku
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT03133143
- Sponsor's protocol ID
- HSEARS20161228002
- Acronym
- GAME-S
- Status last verified
- May 2022
- First submitted
- 18 Apr 2017
- Last updated
- 24 May 2022
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Publications
Valimaki M, Yang M, Lam YTJ, Lantta T, Palva M, Palva S, Yee B, Yip SH, Yu KD, Chang HCC, Cheng PYI, Bressington D. The impact of video gaming on cognitive functioning of people with schizophrenia (GAME-S): study protocol of a randomised controlled trial. BMC Psychiatry. 2021 Jan 18;21(1):46. doi: 10.1186/s12888-020-03031-y.
PubMed 33461506
Study at a glance
From the registry record, last updated by the sponsor on 24 May 2022. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Impact of Video Gaming on Cognitive Functioning in People With Schizophrenia
- ClinicalTrials.gov ID
- NCT03133143
- Acronym / sponsor ID
- GAME-S / HSEARS20161228002
- Keywords
- Cognitive Function, Schizophrenia and Disorders with Psychotic Features, Computers, Digital
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 143 participants (actual)
- Lead sponsor
- The Hong Kong Polytechnic UniversityUniversity, hospital or other
- Collaborators
- University of Helsinki, University of Turku, Kowloon Hospital, Hong Kong, Pamela Youde Nethersole Eastern Hospital, Maxgrace Fuller House, The Mental Health Association of Hong Kong, Sichuan University
- Study start
- 16 May 2019 (actual)
- Primary completion
- 31 Jul 2021 (actual)
- Study completion
- 31 Dec 2021 (actual)
- First posted
- 28 Apr 2017 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
The investigators aim to establish a research project to test the impact of gaming by carrying out a digital gaming interventions, monitoring its cognitive and clinical outcomes, while concurrently performing a multimodal brain imaging experiment.
Detailed description
The effectiveness of the gaming intervention will be assessed using a controlled, controlled, single-blind clinical trial with a pragmatic, three-arm parallel-group design.
Interventions: Participants will be randomised into three groups: Cognitive training (intervention group, CogniFit, N=78), entertainment video gaming (active control group, SIMS4, N=78) and treatment as usual (a passive control group, N=78). The mechanism of CogniFit (intervention) lies on the evidence for computerised exercises focusing on auditory and verbal processing, which are likely to yield improved verbal learning and memory and activate reward systems of the brain that drive brain plasticity in adults with schizophrenia. SIMS4 game (active control) offers entertainment without any known cognitive or health-related outcome. The data collection, subject recruitment and training will be carried out in an outpatient psychiatric units or outpatient clinics, mental health associations, and residential homes in Hong Kong. The study is aimed for patients' diagnoses of schizophrenia.
Recruitment: An extended informed consent process will be used. The health service's medical records at the study site will be screened by the authority of the staff of the organisation. Patients will be screened to determine their eligibility for study participation. Eligible participant will first receive a short leaflet of the study from the staff or during a short information session organised for the participants to consider their availability. If an eligible patient shows interest, more detailed written and oral information will be shared.
After signing informed consent forms (two identical copies), baseline data with background information, Intelligence Quotient (IQ, if available) and MMSE will be collected to show evidence of the participants' capacity to give informed consent. Medication dosage [chlorpromazine equivalence] will be collected as some medications currently used in schizophrenia may affect the response to cognitive training strategies.
Recruitment will continue until the required sample size has been obtained.
Randomisation: After baseline data collection, the Trial Manager will be informed (by email, text message, WhatsApp) about a new participant and he/she will allocate the participant to one of the three arms based on a list of computer-generated random numbers provided by an external clinical trial randomisation service (blocks of 6 consecutive patients, a 1:1:1 ratio). Allocation will be masked to the outcome assessors, and the trial statistician, but it cannot be masked from the RAs who recruit the patients and the treatment staff working with the patients.
For neuroimaging assessment (EEG, fMRI, resting state), a sub-sample from our total sample will be randomised at baseline. Randomisation will be based on a list of computer-generated random numbers.
Power analysis and sample size: The investigators calculated the sample size based on (1) the number of actual pairwise tests to be made for the efficacy of the primary outcome and (2) the two-level modelling approach in the final data analysis, in which the type I error has been adjusted. The statistical efficiency will be ensured using the MANOVA method for multiple group comparison. First, given that video gaming is a fairly novel strategy, the investigators will base the sample size calculation (a priori) on a cognitive-efficacy meta-analysis for patients with schizophrenia showing and overall effect size (ES, Cohens' D) of 0.58 on verbal working memory (a primary outcome). Based on our hypothesis, the primary endpoints are the effects in verbal working memory at 3 and 6 months of cognitive training in the gaming group, in comparison with the other two groups: cognitive training vs. entertainment gaming, cognitive training vs. non-gaming control group. Four pairwise interactions between the contrast of the two comparisons and the two time points will be tested. For multiple comparison tests of four, for a type I error level of 5% (two-sided), an adjusted significant level should be = (1- (1- 0.05)4) /2 = 0.01274 /2 = 0.0064, and the corresponding z score for a one-sided test is 2.49. Given the effect size 0.58, assuming equal sample size of the three groups, with a statistical power of 0.8 and = 0.01274, the investigators require at least 198 subjects (66 per group) by applying the equation, 2(Z1- + Z1- /2)2 / ES2. According to a meta-analysis,40 the total sample size in previous cognitive training studies has typically been 50 (range 10-138).
Using evidence-based rationale for patient flow in this study, the investigators can assume that about 60% of patients that will be screened will not be eligible for the study due to age or lack of capacity to participate in the study. Based on the literature, about 45% of patients with schizophrenia will refuse to participate in the RCT studies, and 16% will drop-out during the course of intervention. Thus, the investigators need a total of 234 participants to be randomply allocated to three study groups, and 198 participants in follow-ups. Based on this knowledge, a total of 985 subjects need to be approached. The numbers are realistic given that the total number of patients with schizophrenia in our study sites is about 5,500, and the total number of schizophrenia patients in Hong Kong is 40,000.
Second, for neuroimaging assessment, a sub-sample of 126 participants from our total sample (N = 198) will need (63%) to be randomised at baseline. Randomisation will be based on a list of computer-generated random numbers. The investigators assume that 30% will drop-out between baseline and the 3-month follow-up assessment, which leave us with 29 patients in each group (totally 87 participants at baseline). The sample size will be appropriate for our neuroimaging assessment; the average number of participants in RCT studies assessing patient cognition or changes in brain structure has been about 20.
The investigators will also verify whether the interventions have been delivered as designed (intervention fidelity). Therefore, patient gaming logs (gaming frequency [number of gaming sessions per week], the length of each session [minutes], number of drop-outs) and patient gaming diaries including descriptions of possible strengths and limitations of the interventions will be analysed with the content analysis based on the data to be collected from patient diaries.
Study design
- Primary purpose
- Supportive care
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Double blind (investigator, outcomes assessor)
- Number of arms
- 3
- Model description
- A controlled, single-blind clinical trial with a pragmatic, three-arm parallel-group design.
| Arm | Type | Receives |
|---|---|---|
| Cognifit | Experimental | Behavioral: CognifitParticipants are instructed to play CogniFit 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming. |
| SIMS 4 (Maxis, Inc) | Active comparator | Behavioral: SIMS 4 (Maxis, Inc)Participants are instructed to play SIMS 4 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming. |
| Treatment as usual | No intervention | –No specific intervention will be offered to those who receive treatment as usual according to their treatment schedule. The participants are encouraged not to play video games during the study period. |
Who may qualify
- Ages
- 18 to 60 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (5 listed)
- patients' diagnoses of schizophrenia (Diagnostic and Statistical Manual DSM-IV)
- able to speak Cantonese
- be unfamiliar with video games or at least non-active game players (play < 5h/week)
- have the ability to provide written informed consent
- be viewed as being able to safely take part and have the cognitive status deemed suitable for participation (assessed by a chief psychiatrist based on his/her clinical expertise)
Key exclusion criteria (9 listed)
- meeting diagnostic criteria for a current major depressive, manic or hypomanic episode (DSM-IV), or mental retardation
- having severe visual impairment
- being an active game player (i.e. gaming > 5 h/week)
- displaying a lack of ability to decide their own participation
- displaying substance abuse (other than nicotine dependence)
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| CognifitCogniFit is an Internet browser-based digital brain training program, to improve cognitive abilities based on a personalised brain training regimen. Participants are instructed to play all games assigned by cognifit from three categories (memory, spatial perception, and mental planning) during each training session. After playing the games in these three categories, they are free to choose which exercises they wish to play. | Behavioural | Cognifit |
| SIMS 4 (Maxis, Inc)The Sims 4 is a life simulation PC game. It is purely an entertainment game without known cognitive or health-related outcomes. Does not iclude high-intensity action and competition. This specific game and non-competitive games like it in general do not improve attention, working memory, or other cognitive abilities despite being engaging and fun. | Behavioural | SIMS 4 (Maxis, Inc) |
Primary outcome
Verbal working memory function at 3-month and 6-month follow-ups
Time frame: 3-month and 6-month follow-ups
Measured by Letter-number-span task from Wechsler Memory Scale III (WMS III), simplified/traditional Chinese versions. The instrument includes the National Institute of Mental Health - Measurement and Treatment Research to Improve Cognition in Schizophrenia 50 battery (NIMH-MATRICS50).
18 secondary outcomes
Cognitive functioning: speed of processing
Time frame: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: attention
Time frame: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: vigilance
Time frame: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: visuo-spatial working memory
Time frame: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: reasoning
Time frame: Baseline, after intervention (three months) and at six months follow-up
Cognitive functioning: problem solving
Time frame: Baseline, after intervention (three months) and at six months follow-up
Social functioning: severity of social phobia
Time frame: Baseline, after intervention (three months) and at six months follow-up
Social functioning: treatment response in social phobia
Time frame: Baseline, after intervention (three months) and at six months follow-up
Experience of pleasure: anticipatory component
Time frame: Baseline, after intervention (three months) and at six months follow-up
Experience of pleasure: consummatory component
Time frame: Baseline, after intervention (three months) and at six months follow-up
Self-efficacy
Time frame: Baseline, after intervention (three months) and at six months follow-up
Psychotic symptoms
Time frame: Baseline, after intervention (three months) and at six months follow-up
Anhedonia symptoms
Time frame: Baseline, after intervention (three months) and at six months follow-up
Avolition symptoms
Time frame: Baseline, after intervention (three months) and at six months follow-up
Neurocognition: the impact of gaming on brain functional networks (EEG/rsfMRI)
Time frame: Baseline, after intervention (three months)
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/rsfMRI)
Time frame: Baseline, after intervention (three months)
Neurocognition: the impact of gaming on brain functional networks (EEG/Structural magnetic resonance imaging)
Time frame: Baseline, after intervention (three months)
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/Structural magnetic resonance imaging)
Time frame: Baseline, after intervention (three months)
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 24 May 2022.
- Background: PubMed 33461506Valimaki M, Yang M, Lam YTJ, Lantta T, Palva M, Palva S, Yee B, Yip SH, Yu KD, Chang HCC, Cheng PYI, Bressington D. The impact of video gaming on cognitive functioning of people with schizophrenia (GAME-S): study protocol of a randomised controlled trial. BMC Psychiatry. 2021 Jan 18;21(1):46. doi: 10.1186/s12888-020-03031-y.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Maritta Välimäki, Professor principal investigator
Xiang Nursing School, Central South University; Hong Kong Polytechnic University; University of Turku
9 sites in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Cognifit and SIMS 4 (Maxis, Inc) in people with Cognitive Function and Schizophrenia and Disorders With Psychotic Features, run by The Hong Kong Polytechnic University at 9 sites in Hong Kong.
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 5 inclusion and 9 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 24 May 2022. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 9 sites in Hong Kong. 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?
Verbal working memory function at 3-month and 6-month follow-ups (time frame: 3-month and 6-month follow-ups). 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 NCT03133143, which also lists 1 linked publication.
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 24 May 2022.