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The effect of video games on cognitive performance and problem solving ability in the elderly

Investigating the effect of video games on cognitive performance and problem solving ability in the elderly with mild cognitive impairment

Status
Active, not recruiting
Phases
Phase 3
Study type
Interventional
Source
IRCT
Registry ID
IRCT20211110053030N2
Enrollment
60
Registered
2023-08-07
Start date
2023-07-16
Completion date
Unknown
Last updated
2024-06-24

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Mild cognitive impairment. A disorder characterized by impairment of memory, learning difficulties, and reduced ability to concentrate on a task for more than brief periods. There is often a marked feeling of mental fatigue when mental tasks are attempted, and new learning is found

Interventions

Intervention 1: Intervention group: Playing three selected games for 12 weeks (3 times a week, 45 minutes each time). Intervention 2: Control group: Not receiving any educational intervention.

Sponsors

Ilam University of Medical Sciences
Lead Sponsor

Eligibility

Sex/Gender
Male
Age
65 Years to No maximum

Inclusion criteria

Inclusion criteria: Age above 65 years Having mild cognitive impairment (scoring 18 to 23 in MMSE) Being literate in reading and writing Having a smart personal cell phone Obtaining a score of 8 and above in the GDS questionnaire

Exclusion criteria

Exclusion criteria: Unwillingness to participate or continue the research Absence of more than 2 sessions in intervention Taking antidepressants Hospitalization during intervention Use of acetylcholinesterase inhibitors Having video games on a personal cell phone

Design outcomes

Primary

MeasureTime frame
Mild cognitive disorder. Timepoint: Before the intervention, eight weeks after the start of the intervention, four weeks after the end of the study (the study is twelve weeks, and the final phase of completing the questionnaires is the sixteenth week, that is, four weeks after the end of the study). Method of measurement: Mental Status Examination Questionnaires (MMSE), Geriatric Depression Scale (GDS).;It refers to the mental process that people use to discover, analyze and measure the possibilities and solve the created problem with an innovative solution by using creativity and innovation. In this research, it means the score that a person gets in the Long and Cassidy problem solving questionnaire (PSQ). Timepoint: before the intervention, eight weeks after the start of the intervention, four weeks after the end of the study (the study is twelve weeks, and the final phase of completing the questionnaires is the sixteenth week, that is, four weeks after the end of the study). Method of measurement: Long and Cassidy Problem Solving Questionnaire (PSQ).

Countries

Iran (Islamic Republic of)

Contacts

Public ContactAlireza Vasiee

Ilam University of Medical Sciences

rezawest10@gmail.com+98 87 3222 7091

Outcome results

None listed

Source: IRCT (via WHO ICTRP) · Data processed: Feb 4, 2026