Skip to content

Effect of a Digital Game Intervention for Cognitive functions in Older People

Effect of a Digital Game Intervention for Cognitive functions in Older People: A Single-Case Experimental Design Study - Effect of a Digital Game Intervention on Older People: A Single-Case Experimental Design Study

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
JPRN
Registry ID
JPRN-UMIN000048677
Enrollment
70
Registered
2022-08-30
Start date
2022-08-30
Completion date
Unknown
Last updated
2026-06-29

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

Conditions

Older People

Interventions

Participants spend the first two months as usual. Participants then receive game interventions three times a week for two months at a frequency of 30 minutes per session.

Sponsors

Seijoh University
Lead Sponsor

Eligibility

Sex/Gender
All

Inclusion criteria

Inclusion criteria: (1) The applicant must have a score of 24 or higher on the Mini-mental state Examination Japanese (MMSE-J). (2) Those who are able to conduct the survey using the questionnaire. (3) Those who are able to operate a game controller without hand/finger impairment.

Exclusion criteria

Exclusion criteria: (1) Those who indicated their refusal to participate in the study when consent was obtained. (2) Those who have severe visual or hearing impairment. (3) Those who usually play video games on Nintendo Switch or smartphones.

Design outcomes

Primary

MeasureTime frame
Global cognitive function, memory, visuospatial cognitive function, and executive function as measured by brain assessment: Conducted every week from the start of the intervention to the end of follow-up for 4 months.

Countries

Japan

Contacts

Public ContactKyosuke Yorozuya

Seijoh University Faculty Rehabilitation of and Care

yorozuya@seijoh-u.ac.jp0526016000

Outcome results

None listed

Source: JPRN (via WHO ICTRP) · Data processed: Jul 3, 2026