Compensation StrategiesNCT07584408
Feasibility of the Glenrose Grocery Game for Cognitive and Functional Outcomes in Older Inpatients
A study testing Experimental: Glenrose Grocery Game sessions and Standard cognitive rehabilitation in people with Compensation Strategies and Serious Games, run by University of Alberta at 1 site in Canada.
Trial summary
Older adults could benefit from computer serious games as a strategy for improving not only their cognitive functions but also their functioning and performance in daily activities, which are often compromised with age. A computer serious game is one designed for a primary purpose other than pure entertainment. Read more about this study
- Who is it for?
- Ages 50 years and olderHealthy volunteers can take part
- Conditions the study is for
- Compensation Strategies, Serious Games
- What is being tested?
- Experimental: Glenrose Grocery Game sessions and Standard cognitive rehabilitation
- Type of treatment
- Pill or oral medicine
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 15 participants
- Where
- 1 siteCanada
- Study dates
- 6 Jun 2019to 12 Mar 2020
- 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 50 years and older
- All sexes
- Healthy volunteers accepted
- Adult, Older adult
Who may be able to join
- Older adults aged 50 years and older
- With and without some level of cognitive impairment (Montreal Cognitive Assessment (MOCA) ≥19) (Nasreddine, Phillips, \& Chertkow, 2011).
- Have a level of awareness to be able to interact with the game platform.
- Have functional vision and hearing with or without aides (glasses/hearing aides) to be able to interact with the game platform.
- Have functional upper extremity function to be able to interact with the game.
- Maximum mobility limitation of 1 person assist with mobility aid
Who cannot join
- Older adults who have Infuenza or another virus virus that affect their performance
- Unable to count, speak (name objects and say numbers) or comprehend simple instructions in English
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effects of Playing the Glenrose Grocery Game on the Specific Mental Functions Andfunctioning in Inpatient Older Adults: a Feasibility Study
Older adults could benefit from computer serious games as a strategy for improving not only their cognitive functions but also their functioning and performance in daily activities, which are often compromised with age. A computer serious game is one designed for a primary purpose other than pure entertainment. Few computer games had been developed to emulate instrumental activities of daily living (IADLs), such as money management (e.g., shopping or paying bills). To fill this gap, occupational therapists at the Glenrose Rehabilitation Hospital (GRH) developed the Glenrose Grocery Game (GGG).
At the time, the game had not yet been tested. Thus, the purpose of this feasibility study was to explore whether playing the GGG as part of the rehabilitation program at the GRH had an effect on specific mental functions (memory and attention), occupational performance in money management tasks, and satisfaction with occupational performance in older adults.
Read more
In this study, we compared the outcomes of 7 participants who played the GGG (intervention group) with those of 8 different participants who received the GRH standard of care (control group). Data analysis is being conducted. The results of the study:
Provided clinicians with evidence for implementing the GGG in interventions, which in turn may benefit inpatient clients at the GRH;
Informed stakeholders' decisions about clients' safe discharge and transition to home and community; and
Supported researchers in designing a larger and more robust study.
Read the detailed description
Occupational therapists at the Glenrose Rehabilitation Hospital (GRH) developed the Glenrose Grocery Game (GGG)-a serious game designed to simulate shopping, meal planning, and budgeting in a virtual environment. However, the GGG had not yet been tested for its impact on cognitive and occupational outcomes.
The purpose of this feasibility study was to explore the implementation and effects of the GGG as part of the rehabilitation program at GRH, assessing its impact on specific mental functions, occupational performance, and satisfaction with performance in older adults. The study also aimed to estimate the parameters needed to design a future randomized controlled trial (RCT).
Research Questions
Was the designed protocol feasible for conducting a future definitive RCT?
Did playing the GGG as part of the rehabilitation program at GRH affect mental functions, occupational performance, and satisfaction in older adults, compared to standard care?
How engaged were older adults while playing the GGG?
Methods Design A pretest-posttest control group design was used. The experimental group received sessions with the GGG, while the control group received standard care (i.e., compensatory strategies). The study followed the CONSORT guidelines for randomized pilot studies (Eldridge et al., 2016).
Participants
Inclusion Criteria:
Adults aged 50 or older
With or without cognitive impairment (MOCA ≥19)
Functional vision and hearing (with or without aids)
Functional upper extremity use
Required no more than one-person assist for mobility
Exclusion Criteria:
Diagnosed with influenza or a virus affecting cognitive performance
Unable to count, speak, or follow simple English instructions
Sample Size Based on power analysis (α = 0.05, power = 0.8, effect size = 1.2), a minimum of 32 participants was required. We aimed to recruit 16 participants per group to account for a 25% dropout rate.
Sampling and Allocation Stratified permuted block randomization was used, with stratification based on MOCA scores. Participants with MOCA scores between 19-24 were categorized as having moderate cognitive impairment; those with scores of 25-30 were considered to have mild/no impairment. Allocation was blinded to research staff administering and evaluating the intervention.
Recruitment Protocol OTs at GRH inpatient units identified eligible participants. Informed consent (or assent via substitute decision-makers) was obtained. Allocation and coding were conducted by the PI (AMRR), and group assignment remained blinded to those delivering and evaluating the intervention.
Independent Variable
GGG Intervention: Participants played the GGG, completing meal planning and grocery shopping tasks in a gamified format. Sessions (8 × 30 minutes over 4 weeks) were delivered by trained RAs using tablets or computers.
Standard Care: Included cognitive assessment, education, and compensatory strategies (e.g., journaling, memory logs). Interventions were tailored to comprehension level and included caregiver involvement when needed.
Dependent Variables
Specific Mental Functions:
Trail Making Test (TMT) Parts A and B
Walking and Remembering Test (WART)
Montreal Cognitive Assessment (MOCA)
Occupational Performance:
Objective: PASS Task H8 (Money Management: Shopping)
Subjective: Canadian Occupational Performance Measure (COPM)
Engagement:
8-point Likert engagement scale developed in a prior study (Ríos Rincón et al., 2017)
All tools have strong metric properties and are suitable for use with older adults.
Data Collection The experimental group received GGG sessions in a dedicated room at GRH. Engagement was assessed post-session. All participants completed pretest and posttest assessments, taking ~80 minutes total. Blinded evaluators (RA 2) conducted assessments; a second rater (RA 3) scored at least 25% of measures to ensure reliability.
Data Analysis Data are currently being analyzed using SPSS under intention-to-treat principles. Descriptive statistics are being used to characterize the groups at pretest. Due to the small sample size, non-parametric tests (Wilcoxon signed-rank and Mann-Whitney U) are being used for within- and between-group comparisons for MOCA, TMT, WART, PASS, and COPM scores. Clinical significance in COPM scores is being evaluated using the two-point threshold (Law et al., 1998). Engagement data are being analyzed descriptively.
Potential Impact Findings from this study will provide clinicians with preliminary evidence regarding the GGG's impact on cognition, occupational performance, and engagement in older adults. If results are favorable, they will support the implementation of the GGG as a rehabilitation tool at GRH, benefiting inpatient clients. Insights will also help guide discharge planning and caregiver support and inform the design of a future, larger-scale RCT.
- Conditions
- Compensation Strategies, Serious Games
- Being tested
- Experimental: Glenrose Grocery Game sessions, Standard cognitive rehabilitation
- Keywords
- serious games, compensatory strategies, mild cognitive impairment, in-patient, older adults
- Medical subject headings
- Cognitive Dysfunction
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Experimental: Glenrose Grocery Game sessionsOther
Participants played the the Glenrose Grocery Game (a serious game), completing meal planning and grocery shopping tasks in a gamified format. Sessions (8 × 30 minutes over 4 weeks) were delivered by trained RAs using tablets or computers.
Standard cognitive rehabilitationOther
Compensatory strategies
| Study group | Role | What they receive |
|---|---|---|
| Standard of care for cognitive impairment | Active comparator | Compensatory strategy consists in recommendations made by Occupational Therapists to the client and caregivers for his/her safety while performing instrumental activities of daily living. Receives: Other: Standard cognitive rehabilitation |
| Experimental: Glenrose Grocery Game sessions | Experimental | Participants played the GGG, completing meal planning and grocery shopping tasks in a gamified format. Sessions (8 × 30 minutes over 4 weeks) were delivered by trained RAs using tablets or computers. Receives: Other: Experimental: Glenrose Grocery Game sessions |
What is being measured
The primary outcome is the main question the study is designed to answer.
Montreal Cognitive Assessment (MOCA)
The MOCA is a widely used screening tool for detecting mild cognitive impairment. It assesses several cognitive domains, including memory, attention, language, visuospatial skills, and executive function. A score of 26 or above is considered normal.
Measured: From enrollment to the end of treatment at 4 weeks
Trail Making Test (TMT) Parts A and B
The TMT assesses visual attention, processing speed, mental flexibility, and executive function. Part A involves connecting numbered circles in sequence, while Part B alternates between numbers and letters (e.g., 1-A-2-B), requiring set-shifting ability.
Measured: From enrollment to the end of treatment at 4 weeks
Walking and Remembering Test (WART)
The WART is a dual-task assessment that evaluates divided attention and working memory. Participants walk a defined path while recalling and repeating a sequence of numbers, simulating real-world multitasking challenges.
Measured: From enrollment to the end of treatment at 4 weeks
Secondary outcomes (3)
Engagement scale
This is an 8-item scale for engagement
Measured: After each session with the game from enrollment to the end of treatment at 4 weeks
Objective Measure - PASS Task H8 (Money Management: Shopping)
This task from the Performance Assessment of Self-Care Skills (PASS) evaluates a person's ability to complete a simulated shopping task, focusing on problem-solving, planning, and safety in money management.
Measured: From enrollment to the end of treatment at 4 weeks
Canadian Occupational Performance Measure (COPM)
The COPM is a client-centered tool that captures self-perceived performance and satisfaction with daily activities. Clients identify priority tasks, then rate their performance and satisfaction on a 10-point scale.
Measured: From enrollment to the end of treatment at 4 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted13 May 2026
- Study start6 Jun 2019
- Primary completion12 Mar 2020
- Study completion12 Mar 2020
Why it stopped: Recruitment was impacted by the COVID-19 pandemic and had to be paused for several months due to restrictions on hospital access.
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Compensation StrategiesStudies of the same condition, open and under way.
- More trials run by University of AlbertaThe sponsor's other registered studies.
- 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
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 15 participants (actual)
Sponsor and investigators
- Lead sponsor
- University of Alberta
- Sponsor type
- University, hospital or other
- Collaborators
- Glenrose Foundation
- Responsible party
- Sponsor
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07584408
- Sponsor's protocol ID
- Pro00087258
- Status last verified
- May 2026
- First submitted
- 6 Aug 2025
- Last updated
- 13 May 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 13 May 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effects of Playing the Glenrose Grocery Game on the Specific Mental Functions Andfunctioning in Inpatient Older Adults: a Feasibility Study
- ClinicalTrials.gov ID
- NCT07584408
- Acronym / sponsor ID
- Pro00087258
- Conditions
- Compensation Strategies, Serious Games
- Keywords
- serious games, compensatory strategies, mild cognitive impairment, in-patient, older adults
- Study type
- Interventional
- Recruitment status
- TerminatedReason stopped: Recruitment was impacted by the COVID-19 pandemic and had to be paused for several months due to restrictions on hospital access.
- Enrolment
- 15 participants (actual)
- Lead sponsor
- University of AlbertaUniversity, hospital or other
- Collaborators
- Glenrose Foundation
- Study start
- 6 Jun 2019 (actual)
- Primary completion
- 12 Mar 2020 (actual)
- Study completion
- 12 Mar 2020 (actual)
- First posted
- 13 May 2026 (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.
Older adults could benefit from computer serious games as a strategy for improving not only their cognitive functions but also their functioning and performance in daily activities, which are often compromised with age. A computer serious game is one designed for a primary purpose other than pure entertainment. Few computer games had been developed to emulate instrumental activities of daily living (IADLs), such as money management (e.g., shopping or paying bills). To fill this gap, occupational therapists at the Glenrose Rehabilitation Hospital (GRH) developed the Glenrose Grocery Game (GGG).
At the time, the game had not yet been tested. Thus, the purpose of this feasibility study was to explore whether playing the GGG as part of the rehabilitation program at the GRH had an effect on specific mental functions (memory and attention), occupational performance in money management tasks, and satisfaction with occupational performance in older adults.
In this study, we compared the outcomes of 7 participants who played the GGG (intervention group) with those of 8 different participants who received the GRH standard of care (control group). Data analysis is being conducted. The results of the study:
Provided clinicians with evidence for implementing the GGG in interventions, which in turn may benefit inpatient clients at the GRH;
Informed stakeholders' decisions about clients' safe discharge and transition to home and community; and
Supported researchers in designing a larger and more robust study.
Detailed description
Occupational therapists at the Glenrose Rehabilitation Hospital (GRH) developed the Glenrose Grocery Game (GGG)-a serious game designed to simulate shopping, meal planning, and budgeting in a virtual environment. However, the GGG had not yet been tested for its impact on cognitive and occupational outcomes.
The purpose of this feasibility study was to explore the implementation and effects of the GGG as part of the rehabilitation program at GRH, assessing its impact on specific mental functions, occupational performance, and satisfaction with performance in older adults. The study also aimed to estimate the parameters needed to design a future randomized controlled trial (RCT).
Research Questions
Was the designed protocol feasible for conducting a future definitive RCT?
Did playing the GGG as part of the rehabilitation program at GRH affect mental functions, occupational performance, and satisfaction in older adults, compared to standard care?
How engaged were older adults while playing the GGG?
Methods Design A pretest-posttest control group design was used. The experimental group received sessions with the GGG, while the control group received standard care (i.e., compensatory strategies). The study followed the CONSORT guidelines for randomized pilot studies (Eldridge et al., 2016).
Participants
Inclusion Criteria:
Adults aged 50 or older
With or without cognitive impairment (MOCA ≥19)
Functional vision and hearing (with or without aids)
Functional upper extremity use
Required no more than one-person assist for mobility
Exclusion Criteria:
Diagnosed with influenza or a virus affecting cognitive performance
Unable to count, speak, or follow simple English instructions
Sample Size Based on power analysis (α = 0.05, power = 0.8, effect size = 1.2), a minimum of 32 participants was required. We aimed to recruit 16 participants per group to account for a 25% dropout rate.
Sampling and Allocation Stratified permuted block randomization was used, with stratification based on MOCA scores. Participants with MOCA scores between 19-24 were categorized as having moderate cognitive impairment; those with scores of 25-30 were considered to have mild/no impairment. Allocation was blinded to research staff administering and evaluating the intervention.
Recruitment Protocol OTs at GRH inpatient units identified eligible participants. Informed consent (or assent via substitute decision-makers) was obtained. Allocation and coding were conducted by the PI (AMRR), and group assignment remained blinded to those delivering and evaluating the intervention.
Independent Variable
GGG Intervention: Participants played the GGG, completing meal planning and grocery shopping tasks in a gamified format. Sessions (8 × 30 minutes over 4 weeks) were delivered by trained RAs using tablets or computers.
Standard Care: Included cognitive assessment, education, and compensatory strategies (e.g., journaling, memory logs). Interventions were tailored to comprehension level and included caregiver involvement when needed.
Dependent Variables
Specific Mental Functions:
Trail Making Test (TMT) Parts A and B
Walking and Remembering Test (WART)
Montreal Cognitive Assessment (MOCA)
Occupational Performance:
Objective: PASS Task H8 (Money Management: Shopping)
Subjective: Canadian Occupational Performance Measure (COPM)
Engagement:
8-point Likert engagement scale developed in a prior study (Ríos Rincón et al., 2017)
All tools have strong metric properties and are suitable for use with older adults.
Data Collection The experimental group received GGG sessions in a dedicated room at GRH. Engagement was assessed post-session. All participants completed pretest and posttest assessments, taking ~80 minutes total. Blinded evaluators (RA 2) conducted assessments; a second rater (RA 3) scored at least 25% of measures to ensure reliability.
Data Analysis Data are currently being analyzed using SPSS under intention-to-treat principles. Descriptive statistics are being used to characterize the groups at pretest. Due to the small sample size, non-parametric tests (Wilcoxon signed-rank and Mann-Whitney U) are being used for within- and between-group comparisons for MOCA, TMT, WART, PASS, and COPM scores. Clinical significance in COPM scores is being evaluated using the two-point threshold (Law et al., 1998). Engagement data are being analyzed descriptively.
Potential Impact Findings from this study will provide clinicians with preliminary evidence regarding the GGG's impact on cognition, occupational performance, and engagement in older adults. If results are favorable, they will support the implementation of the GGG as a rehabilitation tool at GRH, benefiting inpatient clients. Insights will also help guide discharge planning and caregiver support and inform the design of a future, larger-scale RCT.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Standard of care for cognitive impairment | Active comparator | Other: Standard cognitive rehabilitationCompensatory strategy consists in recommendations made by Occupational Therapists to the client and caregivers for his/her safety while performing instrumental activities of daily living. |
| Experimental: Glenrose Grocery Game sessions | Experimental | Other: Experimental: Glenrose Grocery Game sessionsParticipants played the GGG, completing meal planning and grocery shopping tasks in a gamified format. Sessions (8 × 30 minutes over 4 weeks) were delivered by trained RAs using tablets or computers. |
Who may qualify
- Ages
- 50 years and older
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult, Older adult
Key inclusion criteria (6 listed)
- Older adults aged 50 years and older
- With and without some level of cognitive impairment (Montreal Cognitive Assessment (MOCA) ≥19) (Nasreddine, Phillips, \& Chertkow, 2011).
- Have a level of awareness to be able to interact with the game platform.
- Have functional vision and hearing with or without aides (glasses/hearing aides) to be able to interact with the game platform.
- Have functional upper extremity function to be able to interact with the game.
Key exclusion criteria (2 listed)
- Older adults who have Infuenza or another virus virus that affect their performance
- Unable to count, speak (name objects and say numbers) or comprehend simple instructions in English
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 |
|---|---|---|
| Experimental: Glenrose Grocery Game sessionsParticipants played the the Glenrose Grocery Game (a serious game), completing meal planning and grocery shopping tasks in a gamified format. Sessions (8 × 30 minutes over 4 weeks) were delivered by trained RAs using tablets or computers. | Other | Experimental: Glenrose Grocery Game sessions |
| Standard cognitive rehabilitationCompensatory strategies | Other | Standard of care for cognitive impairment |
Primary outcome
Montreal Cognitive Assessment (MOCA)
Time frame: From enrollment to the end of treatment at 4 weeks
The MOCA is a widely used screening tool for detecting mild cognitive impairment. It assesses several cognitive domains, including memory, attention, language, visuospatial skills, and executive function. A score of 26 or above is considered normal.
Trail Making Test (TMT) Parts A and B
Time frame: From enrollment to the end of treatment at 4 weeks
The TMT assesses visual attention, processing speed, mental flexibility, and executive function. Part A involves connecting numbered circles in sequence, while Part B alternates between numbers and letters (e.g., 1-A-2-B), requiring set-shifting ability.
Walking and Remembering Test (WART)
Time frame: From enrollment to the end of treatment at 4 weeks
The WART is a dual-task assessment that evaluates divided attention and working memory. Participants walk a defined path while recalling and repeating a sequence of numbers, simulating real-world multitasking challenges.
3 secondary outcomes
Engagement scale
Time frame: After each session with the game from enrollment to the end of treatment at 4 weeks
Objective Measure - PASS Task H8 (Money Management: Shopping)
Time frame: From enrollment to the end of treatment at 4 weeks
Canadian Occupational Performance Measure (COPM)
Time frame: From enrollment to the end of treatment at 4 weeks
Results and safety
The study was stopped early (reason given: Recruitment was impacted by the COVID-19 pandemic and had to be paused for several months due to restrictions on hospital access.). Results are not available in the source record.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 13 May 2026.
- 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.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Experimental: Glenrose Grocery Game sessions and Standard cognitive rehabilitation in people with Compensation Strategies and Serious Games, run by University of Alberta at 1 site in Canada.
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 6 inclusion and 2 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: stopped early, as of the sponsor's last update on 13 May 2026. 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 Canada. 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 was stopped early (reason given: Recruitment was impacted by the COVID-19 pandemic and had to be paused for several months due to restrictions on hospital access.). Results are not available in the source record.
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?
Montreal Cognitive Assessment (MOCA) (time frame: From enrollment to the end of treatment at 4 weeks). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
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 13 May 2026.