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Cognitive Engagement and Aging Mind

Cognitive Engagement and Aging Mind: A Randomized Control Trial to Determine the Effects of Adaptive Real-time Strategy Game Training on Cognition and Brain Functions of Older Adults

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05924490
Enrollment
58
Registered
2023-06-29
Start date
2013-01-31
Completion date
2018-10-01
Last updated
2023-06-29

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

Conditions

Age-related Cognitive Decline

Brief summary

The purpose of this research is to examine whether and to what extent training of different types of cognitive engagement will improve performance on fluid cognitive abilities that typically decline with age. The research covered by this protocol will use behavioral data that yield response latencies and accuracies of the untrained tasks, and brain activations in fMRI tasks, to test specific hypotheses about neural plasticity and cognitive plasticity from these engagement techniques. Hence, human subjects will be employed in an experiment lasting for 20 hours spanning over 2 months where they will either receive real-time strategy-based videogame training or crystallized intelligence training. In addition, long-term retention data will be obtained after 6 month post-training to investigate any long-term benefits.

Detailed description

The purpose of this research is to examine whether and to what extent training of different types of cognitive engagement will improve performance on fluid cognitive abilities that typically decline with age (such as, speed of information processing, working memory capacity, episodic memory, and executive functions). The research covered by this protocol will use behavioral data that yield response latencies and accuracies of the untrained tasks, and brain activations in fMRI tasks, to test specific hypotheses about the extent of transfer, if any, and the underlying cognitive constructs that may be trained in the process. Hence, human subjects will be employed in an experiment lasting for 20 hours spanning over 2 months where they will either receive real-time strategy-based videogame training or crystallized intelligence training. In addition, long-term retention data will be obtained after 6 month post-training to investigate any long-term benefits.

Interventions

BEHAVIORALReal-time strategy-based videogame training

Rise of Nation is a complex strategy-based video game, in which individualized-adaptive feedbacks are constantly given to players based on their performance.

BEHAVIORALSemantic Knowledge training

Packages of various cross-word puzzles include word search, word ladder, and word wheel.

Sponsors

The University of Texas at Dallas
Lead SponsorOTHER

Study design

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

Eligibility

Sex/Gender
ALL
Age
50 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

* Right-handed * over 50 Years of Age * native or fluent English speaker * not Color-blind * Magnetic Resonance Imaging eligible * Mini Mental Status Examination Score \>24

Exclusion criteria

* Left-handed or ambidextrous * younger than 50 * cannot distinguish colors during color blindness test * claustrophobia * metal artifact in body * over 300 lb * pacemaker * MMSE score lower than 24 * history of stroke * history of substance or alcohol abuse * currently taking anti-psychotic or anti-depression medication

Design outcomes

Primary

MeasureTime frameDescription
Immediate change in brain activations during executive functions: working memory updating9-11 weeksChange in fMRI brain activations from baseline to post-training.
Immediate change in the composite score of executive functions9-11 weeksChange in the composite score of executive functions, and its subcomponents, from baseline to post-training. Higher change in score represents better outcome.
Immediate change in the composite score of episodic memory9-11 weeksChange in the composite score of episodic memory from baseline to post-training.Higher change in score represents better outcome.
Immediate change in brain activations during executive functions: multi-tasking9-11 weeksChange in fMRI brain activations from baseline to post-training.

Secondary

MeasureTime frameDescription
Immediate change in the composite score of working memory capacity9-11 weeksChange in the composite score of working memory capacity from baseline to post-training.Higher change in score represents better outcome.
Immediate change in the fluid reasoning measure9-11 weeksChange in the fluid reasoning measure (Raven's Advanced Progressive Matrices, a paper and pencil test) from baseline to post-training. Higher change in score represents better outcome.
immediate change in the composite score of cognition9-11 weeksChange in composite score of cognition from baseline to long-term retention. Composite score for overall cognition is summed across composite scores for executive function, processing speed, processing speed, working memory capacity and fluid reasoning. Higher change in score represents better outcome.

Other

MeasureTime frameDescription
Immediate change in the processing speed construct9-11 weeksChange in the processing speed construct from baseline to post-training. Higher change in score represents better outcome.

Countries

United States

Outcome results

None listed

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