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Interactive Digital Technology to Assess and Improve Cognitive Dysfunction in Patients With Systemic Lupus Erythematosus

Interactive Digital Technology (Project EVO) to Assess and Improve Cognitive Dysfunction in Patients With Systemic Lupus Erythematosus (SLE)

Status
UNKNOWN
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03746197
Enrollment
60
Registered
2018-11-19
Start date
2018-06-06
Completion date
2020-07-01
Last updated
2020-01-13

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

Conditions

Lupus Erythematosus, Systemic

Keywords

Lupus, SLE, Cognition, Cognitive Assessment, Videogames

Brief summary

The purpose of this study is to evaluate whether a short interactive video game device is associated with performance on standard measures of attention and problem solving in patients with systemic lupus erythematosus(SLE). The study is also designed to see if playing the video game for four weeks improves attention and problem solving in patients with SLE.

Interventions

DEVICEProject EVO Multi- Treatment

The EVO platform assesses perceptual discrimination while single-and multi-tasking. Visuomotor tracking involves navigating a character through a dynamically moving environment while avoiding obstacles. EVO uses adaptive algorithms to change game difficulty on a trial by trial and patient by patient basis for the tracking task and discrimination task with real-time feedback.

Sponsors

Novartis Pharmaceuticals
CollaboratorINDUSTRY
Akili Interactive Labs, Inc.
CollaboratorINDUSTRY
National Jewish Health
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
DOUBLE (Caregiver, Investigator)

Eligibility

Sex/Gender
ALL
Age
18 Years to 65 Years
Healthy volunteers
No

Inclusion criteria

* Diagnosis of SLE

Exclusion criteria

* Major neurological problems (head trauma, degenerative vascular or metabolic disorder; neoplasm or toxic exposure) prior to SLE * Major psychiatric disorder prior to SLE * Major substance abuse * Pregnant * Major motor impairment * High SLE disease activity * History of learning disability

Design outcomes

Primary

MeasureTime frameDescription
Change in mean response time on EVO Monitor30 DaysAverage response time (ms) to in game stimuli
Change in response time variability on EVO Monitor30 DaysCompares response time (ms) while single and multi- tasking in EVO game play
Change in EVO performance threshold30 daysCalculation of performance when participant is single vs. multi-tasking
Change in Digit Vigilance Test Scores30 DaysThis task measures attention. Scores are based on number of targets found and time to completion. Scores are converted to a t-score based on demographically corrected normative data.
Change in Trail Making Test Scores30 daysThis is a test of visual attention and task switching. Scores are based on time to completion and number of errors made. Scores are converted to a t-score based on demographically corrected normative data.
Change in Stroop Test Scores30 daysThis examines cognitive flexibility. The participant reads color words or names ink colors from different pages as quickly as possible within a time limit. The test yields three scores based on the number of items completed on each of the three stimulus sheets as well as in interference score. Scores are converted to a t-statistic based on demographically corrected normative data.
Change in Digit Symbol Substitution Scores30 daysThe participant scans a key and draws the correct symbol below a the corresponding number. Number of symbols drawn in 120 seconds is converted to a t-statistic using demographically corrected normative data.

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026