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Socially Assistive Robots for Interaction With Older Adults With Dementia

Development of Serious Games and Physical Activities Instructed by a Social Robot for Improving the Well-being of Elderly Individuals With Alzheimer's Disease and Dementia

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04384978
Enrollment
22
Registered
2020-05-12
Start date
2020-01-12
Completion date
2022-04-15
Last updated
2024-07-23

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

Conditions

Alzheimer Disease

Brief summary

A 12-month pilot study will be comprised of two groups of people diagnosed with mild Alzheimer's disease and related dementia for a total of 80 senior subjects. Subjects will be randomly assigned to two groups: Group 1 users will play games with and administered by Ryan, 2-3 times a week and 30-minutes per day. Group 2 (Active Control Group) will play solitary games and activities but will have to interaction with Ryan. The team will measure the changes and improvement in the social/emotional well-being of these two groups and eventual changes in the cognitive/memory functions of elderly people living in the similar environment.

Interventions

BEHAVIORALPlay Serious Games with a Social Robot (Ryan)

Active Group: Game play and physical activities with Ryan, a socially assistive robot developed at DreamFace Technologies,LLC.

BEHAVIORALPlay Solitary Games Without a Social Robot

Control Group: Group 2 will play solitary games (e.g., word puzzles) and activities but will have no interaction with Ryan.

Sponsors

National Institute on Aging (NIA)
CollaboratorNIH
DreamFace Technologies, LLC
Lead SponsorINDUSTRY

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
NONE

Intervention model description

A 12-month pilot study will be comprised of two groups of people diagnosed with mild Alzheimer's disease and related dementia for a total of 80 senior subjects. Subjects will be randomly assigned to two groups: Group 1 users will play games with and administered by Ryan, 2-3 times a week and 30-minutes per day. Group 2 (Active Control Group) will play solitary games and activities but will have to interaction with Ryan. The team will measure the changes and improvement in the social/emotional well-being of these two groups and eventual changes in the cognitive/memory functions of elderly people living in the similar environment.

Eligibility

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

Inclusion criteria

* Age ≥ 65 years * Early Alzheimer's disease and related dementia diagnosed by a qualified provider * Saint Louis University Mental Status (SLUMS) score between 10 and 25 * Resident of assisted living facility for at least one month prior and for the duration of the study * Deemed conditioned enough to participate in physical activities after a wellness check * Verbal skill to interact * Participant or Legal decision

Exclusion criteria

Aggressive behavior * Diagnosed with severe dementia or memory loss * Acute physical illness that impairs ability to participate * Patients with serious comorbidity, tumors and other diseases casually related to cognitive impairment * History of alcohol or drug abuse, head trauma, psychoactive substance use and other causes of memory impairment * Significant sensory impairment

Design outcomes

Primary

MeasureTime frameDescription
Change in Cognitive/Memory Abilityassessed at baseline (week 1), week 4, and 8. Week 8 reported.Participants will complete the Saint Louis University Mental Status (SLUMS) test, a screening method for Alzheimer's and other dementia. Scores range from 0 to 30. Scores of 27 to 30 are considered normal in a person with a high school education. Scores between 21 and 26 suggest a mild neurocognitive disorder. Scores between 0 and 20 indicate dementia.

Countries

United States

Participant flow

Participants by arm

ArmCount
Control Group
Control Group: Group 2 users will play solitary games (word puzzles) and activities but will have no interaction with Ryan. Play Solitary Games Without a Social Robot: Control Group: Group 2 will play solitary games (e.g., word puzzles) and activities but will have no interaction with Ryan.
4
Active Group
Active Group: Group 1 users will play games with and administered by Ryan, 2-3 times a week and 30-minutes per day. Play Serious Games with a Social Robot (Ryan): Active Group: Game play and physical activities with Ryan, a socially assistive robot developed at DreamFace Technologies,LLC.
18
Total22

Withdrawals & dropouts

PeriodReasonFG000FG001
Overall StudyWithdrawal by Subject40

Baseline characteristics

CharacteristicActive GroupTotalControl Group
Age, Categorical
<=18 years
0 Participants0 Participants0 Participants
Age, Categorical
>=65 years
18 Participants22 Participants4 Participants
Age, Categorical
Between 18 and 65 years
0 Participants0 Participants0 Participants
Age, Continuous76.2 Year
STANDARD_DEVIATION 6.11
77.7 Year
STANDARD_DEVIATION 6.43
80.20 Year
STANDARD_DEVIATION 5.44
Race/Ethnicity, Customized
Race/Ethnicity
Asian
1 Participants1 Participants0 Participants
Race/Ethnicity, Customized
Race/Ethnicity
Caucasian
15 Participants19 Participants4 Participants
Race/Ethnicity, Customized
Race/Ethnicity
Hispanic
2 Participants2 Participants0 Participants
Region of Enrollment
United States
18 Participants22 Participants4 Participants
Sex: Female, Male
Female
12 Participants15 Participants3 Participants
Sex: Female, Male
Male
6 Participants7 Participants1 Participants
The Saint Louis University Mental Status (SLUMS)21.12 units on a scale
STANDARD_DEVIATION 3.2
20.45 units on a scale
STANDARD_DEVIATION 3.34
19.12 units on a scale
STANDARD_DEVIATION 4.1

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
0 / 40 / 18
other
Total, other adverse events
0 / 40 / 18
serious
Total, serious adverse events
0 / 40 / 18

Outcome results

Primary

Change in Cognitive/Memory Ability

Participants will complete the Saint Louis University Mental Status (SLUMS) test, a screening method for Alzheimer's and other dementia. Scores range from 0 to 30. Scores of 27 to 30 are considered normal in a person with a high school education. Scores between 21 and 26 suggest a mild neurocognitive disorder. Scores between 0 and 20 indicate dementia.

Time frame: assessed at baseline (week 1), week 4, and 8. Week 8 reported.

Population: The participants did not complete the study.

ArmMeasureValue (MEAN)Dispersion
Active GroupChange in Cognitive/Memory Ability23.75 score on a scaleStandard Deviation 3.45

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