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Attention and Memory Training With Video Games in Old Age

Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT02796508
Acronym
AGEGAME
Enrollment
75
Registered
2016-06-10
Start date
2015-09-30
Completion date
2017-09-30
Last updated
2017-10-30

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

Conditions

Ageing

Keywords

Healthy aging, Cognitive training, Video-games, Attention, Working memory, Wellbeing

Brief summary

Neuroplasticity-based approaches seem very promising to maintain cognitive health in older adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this project are threefold: 1. the evaluation of the effects of a neuroplasticity-based-cognitive randomized computer-based intervention consisting in training with non-action video games on brain and cognitive functions that decline with ageing, including attention and spatial working memory (WM), in older adults using behavioral measures and electrophysiological recordings (event-related potentials -ERPs- and event-related spectral perturbations -ERSPs); 2. the study of the effects of age and 3 months maintenance on the cognitive and neural signatures of transfer effects to attentional and spatial WM tasks; and 3. to investigate the neuroinflammatory mechanisms assessed by non-invasive methods in saliva from participants underlying cognitive training-induced effects. A better understanding of these mechanisms elucidates pathways that may be targeted in the future, either by behavioral or neuropsychological interventions. To achieve these aims, the investigators will recruit between 60-80 older adults volunteers to participate in the randomized, controlled, single-blind study. After screening, participants will be randomly distributed in one of these two groups: experimental and active control. Participants in the experimental group will receive 16 1 hour computerized training with non-action video games. The active control group will receive 16 1 hour training sessions with a social video game. The design is a mixed factorial design with type of intervention (experimental, active control) and assessment session (pre, post, maintenance). The results from the proposed research project will clarify the existence of transfer-of-benefit and neural mechanisms underlying cognitive improvement. The hypothesis is that mental stimulation through non-action video games will improve attention and memory, promoting brain and mental health, and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care.

Interventions

BEHAVIORALExperimental: Non-action video game training

PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory

BEHAVIORALActive Comparator: Non-cognitive video game training

16 training sessions with The Sims over 8-10 weeks in small groups

Sponsors

Universidad Nacional de Educación a Distancia
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
SINGLE (Subject)

Eligibility

Sex/Gender
ALL
Age
55 Years to 84 Years
Healthy volunteers
Yes

Inclusion criteria

* Mini-Mental State Examination (MMSE) score 26 or greater * Global Deterioration Scale (GDS) score less than 5 * Independent living * Normal or correct to normal vision and hearing

Exclusion criteria

* Diagnosis of dementia * Planned move from study area * Inability to complete study activities * Scores lower than inclusion criteria requirements * Communication problems.

Design outcomes

Primary

MeasureTime frameDescription
STROOP-Negative PrimingChange from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeksParticipants with non-action video-game training, change from baseline in selective attention and capacity to inhibit information on Stroop-Negative Priming task at 15 weeks and maintenance at 30 weeks
ODDBALLChange from Baseline oddball task at 15 weeks and 30 weeksParticipants with non-action video-game training, change from baseline in alertness and distraction on Oddball task at 15 weeks and maintenance at 30 weeks
N-BACKChange from Baseline N-back task at 15 weeks and 30 weeksParticipants with non-action video-game training, change from baseline in working memory on N-back task at 15 weeks and maintenance at 30 weeks
CORSI BLOCKParticipants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeksParticipants with video-game training, change from baseline in spatial working memory on Corsi block task after at 15 weeks and maintenance at 30 weeks

Secondary

MeasureTime frameDescription
Improvement of the performance (accuracy scores) obtained on the non-action video games (experimental group) and the non-cognitive video games (active comparator) comparing accuracy scores of the first to the last training session.Change from the first training session to the last (16th) training session, up to 12 weeksEfficacy of training: Better performance in the trained video games from first to the last training session comparing accuracy scores of the first to the last training session.
Level of motivation assessed with a questionnaireMaintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks.Maintenance of motivation from the first to the last training sessions

Countries

Spain

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 27, 2026