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SCGs as a Proxy for Determining the Cognitive Status of Older Adults

Serious Computer Games as a Proxy for Determining the Cognitive Status of Older Adults

Status
Completed
Phases
Unknown
Study type
Observational
Source
ClinicalTrials.gov
Registry ID
NCT06367231
Enrollment
6
Registered
2024-04-16
Start date
2024-05-01
Completion date
2025-05-01
Last updated
2025-08-08

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

Conditions

Alzheimer Disease, Cognitive Decline, Dementia, Healthy Aging, Mild Cognitive Impairment

Keywords

Serious computer game, computer games, VibrantMinds

Brief summary

Detecting memory problems early is crucial for treating conditions like Mild Cognitive Impairment (MCI), which often leads to dementia. Currently, doctors use tests in clinics to check for these issues. However, there's a growing need for better methods to monitor our cognitive skills over time. Computer games emerge as a cost-effective solution for assessing the brain functions of older adults. In our study, we are investigating the potential of computer games to reflect the cognitive skills of older adults. We developed the VibrantMinds platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. We have evaluated these games for ease of use, enjoyment, and their impact on brain functions. Now, our goal is to determine whether these games can offer valuable insights into the cognitive skills of older adults. We are collecting demographic data, game-playing data, and cognitive test results. Our analysis will determine the correlation between game data, cognitive test outcomes, and demographic information. Additionally, we will assess both the perceived and observed engagement of older adults as they play the games.

Interventions

We are exploring the potential of computer games to reveal insights into the cognitive abilities of older adults. We developed the VibrantMinds (https://vibrant-minds.org/vibrantminds2/start) platform, featuring five games: Whack-a-Mole, Bejeweled, Mahjong Solitaire, Word Search, and Memory Game. Our evaluation focused on the usability of these games, their appeal to users, and their effectiveness in enhancing cognitive functions. The next phase of our study aims to determine whether these games can offer meaningful data on the cognitive skills of older adults.

Sponsors

University of Alberta
Lead SponsorOTHER

Study design

Observational model
COHORT
Time perspective
PROSPECTIVE

Eligibility

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

Inclusion criteria

* Reside in Calgary and/or Edmonton, Alberta, Canada * sufficient English language skills to converse in English with research staff

Exclusion criteria

* Moderate or severe limitations in the control or movement of the upper extremity (e.g., severe arthritis, amyotrophic lateral sclerosis, multiple sclerosis) * Visual and hearing impairments * Attention deficit

Design outcomes

Primary

MeasureTime frameDescription
Cognition - GlobalAt each session (3 sessions total, once per week, one week apart)The Montreal Cognitive Assessment (MoCA) is a brief 30-point test used to screen for cognitive dysfunction in areas including memory, language, visuospatial skills, executive functions, attention, concentration, and orientation. A score of 26 or above is considered normal. Lower scores suggest potential cognitive impairment.

Secondary

MeasureTime frameDescription
Cognition - GlobalAt each session (3 sessions total, once per week, one week apart)The Mini-Mental State Examination (MMSE) is a widely used 30-point questionnaire that assesses cognitive function, including orientation, recall, attention, calculation, language, and basic motor skills. A score of 24 or above typically indicates normal cognitive function, while lower scores suggest possible impairment.
Cognition - Executive FunctionAt each session (3 sessions total, once per week, one week apart)Trail Making Test, Part A and B. The norms and average completion times for the Trail Making Test (TMT) Parts A and B can vary significantly based on age, education, and the specific population being tested. However, general guidelines can provide some insight: TMT Part A: Average completion times for adults can range from 20 to 40 seconds. Younger adults and those with higher levels of education tend to complete Part A more quickly. Completion times increase with age. TMT Part B: This part is more complex and typically takes longer to complete, with average times ranging from 50 to 120 seconds.
Game PerformanceObtained during each game (game played at each session, once per week, one week apart)Level, Accuracy, Time
Game EngagementAt each session (3 sessions total, once per week, one week apart)Self-reported questionnaire of engagement and engagement indicators

Countries

Canada

Outcome results

None listed

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