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Games to Overcome Late Life Depression

Games to Overcome Late Life Depression

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02229188
Acronym
GOLD
Enrollment
30
Registered
2014-09-01
Start date
2013-12-31
Completion date
2018-08-31
Last updated
2018-09-19

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

Conditions

Major Depressive Disorder

Keywords

Depression; mood; cognitive training

Brief summary

This is a pilot study divided into two phases. IN phase 1 (completed) participants will be randomized to receive 8 weeks of Problem Solving Therapy (PST) alone or 8 weeks of a cognitive training game called, Evolution (Evo) plus clinical management. In Phase 2 (now recruiting), participants will be randomized to Evo, PST, and a different cognitive training program called Words. Words is similar to Evo in that it is an adaptive training program and includes case management. IN both studies participants will be assessed for clinical and functional magnetic resonance imaging (fMRI) outcomes at baseline, 4 weeks and 8 weeks.

Detailed description

Evo is a computer game that targets parts of the brain (i.e. the cognitive control network) that we think may be associated with depressive symptoms. This study is exploratory and will inform future hypotheses the research team will test in subsequent research.

Interventions

BEHAVIORALProblem Solving Therapy

Problem solving therapy is an evidence based behavioral intervention for late life depression. It consist of 8 weekly session of talk therapy, whereby the therapist helps the patient solve problems that are thought to be causing depressive symptoms.

BEHAVIORALEvolution

Evo is a video game that has therapeutic elements targeting the cognitive control network. Impairment in this neural network is associated with a specific subtype of late life depression that puts people at risk for poor response to SSRIs. Evo is built from a research grade training paradigm that has shown to induce improvements in this network in healthy older adults

BEHAVIORALWords

Words is a cognitively challenging crossword/word search type of video game that will serve as the control condition for the second phase of this project

Sponsors

University of Washington
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
SINGLE_GROUP
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
SINGLE (Outcomes Assessor)

Eligibility

Sex/Gender
ALL
Age
60 Years to 80 Years
Healthy volunteers
Yes

Inclusion criteria

1. Between 60-80 years of age 2. Meets criteria for Major Depressive Disorder 3. Hamilton Depression Rating Scale (HDRS) of 20 or greater 4. Mini Mental State Exam score of 24 or greater 5. Can speak and read English 6. Able to physically participate in the research protocol (e.g.: is not suffering from a terminal or highly disabling illness) 7. Can participate in MRI scans 8. Able to provide written informed consent

Exclusion criteria

1. History of psychosis, mania, or currently using or abusing illicit drugs or alcohol 2. Diagnosis of dementia 3. Taking cognitive enhancers 4. Change in or newly began taking psychiatric medication within the last 6 months 5. Pacemaker 6. Metal in the body that cannot be removed 7. Color blind 8. Movement disorder that prevents participation -

Design outcomes

Primary

MeasureTime frameDescription
Change in depression over timeweeks 0, 4, 8, 24Hamilton Depression Rating Scale

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Mar 11, 2026