Attention and Memory Training With Video Games in Old Age
NCT02796508 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 75
Last updated 2017-10-30
Summary
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.
Conditions
- Ageing
Interventions
- 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
Sponsors & Collaborators
-
Universidad Nacional de Educación a Distancia
lead OTHER
Principal Investigators
-
Soledad Ballesteros, Ph.D. · Departament of Basic Psychology II, Universidad Nacional de Educación a Distancia (UNED)
Study Design
- Allocation
- RANDOMIZED
- Purpose
- PREVENTION
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 55 Years
- Max Age
- 84 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2015-09-30
- Primary Completion
- 2017-09-30
- Completion
- 2017-09-30
Countries
- Spain
Study Locations
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