Cognitive Aging and Training With Video-games

Overview

The ageing of the population will inevitably lead to a growing number of older people living alone and in need of care. Given the high cost of geriatric care, a critical research issue is exploring ways to improve or maintain cognitive and functional status in old age. Unfortunately, it has been shown that training those specific cognitive processes most sensitive to ageing (such as speed of processing or working memory), produces only limited beneficial effects. However, research also suggests that factors such as cognitive engagement, physical activity and social context may act as more general modulators of cognitive decline. This project is a longitudinal study with experimental and control groups. It is inspired from the engagement model of cognitive optimization suggesting that a lifestyle marked by social and intellectual engagement may mitigate age-related declines on cognitive functioning. It uses new cutting-edge information computing technology (ICT) solutions to improve or simply maintain cognitive functions in the elderly. This research investigates how the treatment reduces the effects of cognitive age-related decline in executive control processes and episodic (explicit) memory using behavioral and imaging measures. The results will provide significant knowledge on the potential of new ICT technologies to delay, compensate, and even prevent common chronic problems experienced by the elderly population. The hypothesis is that cognitive training with video-games through ICT solutions will promote brain and mental health and independence. Ultimately, the objective is to contribute to the understanding of factors that help avoiding the (personal and economic) consequences of long-term care in geriatric institutions.

Full Title of Study: “Compensation Factors of Cognitive Ageing: Using Computer Technology to Reduce Cognitive Decline in Ageing”

Study Type

  • Study Type: Interventional
  • Study Design
    • Allocation: Randomized
    • Intervention Model: Parallel Assignment
    • Primary Purpose: Prevention
    • Masking: Single (Participant)
  • Study Primary Completion Date: June 2013

Detailed Description

The aim of the present project was to investigate whether older adults could benefit from brain training with video games in a series of cognitive tasks. Two groups of healthy older adults participated in the study. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the training (experimental group) or a similar period of time (control group) using different cognitive tasks in a 2 (Group: Experimental, control) x 2 (Time os assessment: Pre, post) mixed factorial design.

Interventions

  • Other: Non-action video game training
    • Based on cognitive training Lumosity

Arms, Groups and Cohorts

  • Experimental: Non-action video game training
    • 20 1-hour sessions of non-action video game training
  • No Intervention: Control
    • Participants in the control group did not receive non-action video game training

Clinical Trial Outcome Measures

Primary Measures

  • Neuropsychological testing
    • Time Frame: Baseline, 12 weeks, and 24 weeks
    • Improvement in Neuropsychological tests after training
  • Oddball task
    • Time Frame: Baseline, 12 weeks, and 24 weeks
    • Improvement in attention after training
  • Wisconsin task
    • Time Frame: Baseline, 12 weeks, and 24 weeks
    • Improvement in executive functions
  • Speed of processing task
    • Time Frame: Baseline, 12 weeks, and 24 weeks
    • Improvement in processing speed after training
  • Spatial working memory (WM)
    • Time Frame: Baseline, 12 weeks, and 24 weeks
    • Improvement in spatial working memory

Secondary Measures

  • Efficacy of non-action video game training
    • Time Frame: Up to 12 weeks
    • Efficacy of training: Better performance in the trained video games from first training session to the last training session (from 1 to 20 sessions)

Participating in This Clinical Trial

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.

Gender Eligibility: All

Minimum Age: 57 Years

Maximum Age: 85 Years

Are Healthy Volunteers Accepted: Accepts Healthy Volunteers

Investigator Details

  • Lead Sponsor
    • Universidad Nacional de Educación a Distancia
  • Provider of Information About this Clinical Study
    • Principal Investigator: Soledad Ballesteros, Professor Dr. – Universidad Nacional de Educación a Distancia
  • Overall Official(s)
    • Soledad Ballesteros, PhD, Principal Investigator, UNED

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