Neuroplasticity-based approaches seem very promising to maintain cognitive health in older adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this project are threefold:
1. the evaluation of the effects of a neuroplasticity-based-cognitive randomized computer-based intervention consisting in training with non-action video games on brain and cognitive functions that decline with ageing, including attention and spatial working memory (WM), in older adults using behavioral measures and electrophysiological recordings (event-related potentials -ERPs- and event-related spectral perturbations -ERSPs);
2. the study of the effects of age and 3 months maintenance on the cognitive and neural signatures of transfer effects to attentional and spatial WM tasks; and
3. to investigate the neuroinflammatory mechanisms assessed by non-invasive methods in saliva from participants underlying cognitive training-induced effects.
A better understanding of these mechanisms elucidates pathways that may be targeted in the future, either by behavioral or neuropsychological interventions. To achieve these aims, the investigators will recruit between 60-80 older adults volunteers to participate in the randomized, controlled, single-blind study. After screening, participants will be randomly distributed in one of these two groups: experimental and active control. Participants in the experimental group will receive 16 1 hour computerized training with non-action video games. The active control group will receive 16 1 hour training sessions with a social video game. The design is a mixed factorial design with type of intervention (experimental, active control) and assessment session (pre, post, maintenance). The results from the proposed research project will clarify the existence of transfer-of-benefit and neural mechanisms underlying cognitive improvement. The hypothesis is that mental stimulation through non-action video games will improve attention and memory, promoting brain and mental health, and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care.
Full Title of Study: “Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory”
- Study Type: Interventional
- Study Design
- Allocation: Randomized
- Intervention Model: Parallel Assignment
- Primary Purpose: Prevention
- Masking: Single (Participant)
- Study Primary Completion Date: September 30, 2017
- Behavioral: Experimental: Non-action video game training
- PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory
- Behavioral: Active Comparator: Non-cognitive video game training
- 16 training sessions with The Sims over 8-10 weeks in small groups
Arms, Groups and Cohorts
- Experimental: Non-action video game training
- Experimental: Non-action video game training 16 1-hour training sessions with 10 non-action video game training selected games from Lumosity.
- Active Comparator: Non-cognitive video game training
- Active Control: Non-cognitive social video game training 16 1-hour training sessions with non-cognitive video game training with social games from The Sims.
Clinical Trial Outcome Measures
- STROOP-Negative Priming
- Time Frame: Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks
- Participants with non-action video-game training, change from baseline in selective attention and capacity to inhibit information on Stroop-Negative Priming task at 15 weeks and maintenance at 30 weeks
- Time Frame: Change from Baseline oddball task at 15 weeks and 30 weeks
- Participants with non-action video-game training, change from baseline in alertness and distraction on Oddball task at 15 weeks and maintenance at 30 weeks
- Time Frame: Change from Baseline N-back task at 15 weeks and 30 weeks
- Participants with non-action video-game training, change from baseline in working memory on N-back task at 15 weeks and maintenance at 30 weeks
- CORSI BLOCK
- Time Frame: Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks
- Participants with video-game training, change from baseline in spatial working memory on Corsi block task after at 15 weeks and maintenance at 30 weeks
- Improvement of the performance (accuracy scores) obtained on the non-action video games (experimental group) and the non-cognitive video games (active comparator) comparing accuracy scores of the first to the last training session.
- Time Frame: Change from the first training session to the last (16th) training session, up to 12 weeks
- Efficacy of training: Better performance in the trained video games from first to the last training session comparing accuracy scores of the first to the last training session.
- Level of motivation assessed with a questionnaire
- Time Frame: Maintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks.
- Maintenance of motivation from the first to the last training sessions
Participating in This Clinical Trial
- 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
- 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: 55 Years
Maximum Age: 84 Years
Are Healthy Volunteers Accepted: Accepts Healthy Volunteers
- Lead Sponsor
- Universidad Nacional de Educación a Distancia
- Provider of Information About this Clinical Study
- Principal Investigator: Soledad Ballesteros, Professor – Universidad Nacional de Educación a Distancia
- Overall Official(s)
- Soledad Ballesteros, Ph.D., Principal Investigator, Departament of Basic Psychology II, Universidad Nacional de Educación a Distancia (UNED)
Citations Reporting on Results
Ballesteros S, Mayas J, Ruiz-Marquez E, Prieto A, Toril P, Ponce de Leon L, de Ceballos ML, Reales Avilés JM. Effects of Video Game Training on Behavioral and Electrophysiological Measures of Attention and Memory: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2017 Jan 24;6(1):e8. doi: 10.2196/resprot.6570.
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