Trial Outcomes & Findings for Using Teleneuropsychology to Optimize Cognition in Healthy Aging: the Web-based Breakfast Game (NCT NCT05506852)
NCT ID: NCT05506852
Last Updated: 2026-03-19
Results Overview
Change in the total number of tables set. In the computerized task, participants are asked to set tables for four guests. When finished, one point is given. Higher scores represent a better outcome. This metric represents a change in the score = the higher means improvement in the performance. The total score ranges between 0 and 12; the total change score ranged from -3 to +3.
COMPLETED
NA
38 participants
Assessed at training session 1, week 1; training session 12, approximately 6 weeks. Data is reported for the change between session 1 and 12
2026-03-19
Participant Flow
Participant milestones
| Measure |
Experimental (Breakfast Game With Emphasis Change)
Participants will undergo a web-based training protocol where they will play an online game that simulates a breakfast environment and will perform everyday activities as "cooking" and "setting tables" in a multi-tasking fashion. Participants will learn to play the game using specific strategies, in order to optimize the performance.
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Control (Breakfast Game Without the Emphasis Change)
Participants will undergo a web-based training protocol where they will play an online game that simulates a breakfast environment and will perform everyday activities as "cooking" and "setting tables" in a multi-tasking fashion. Participants will learn to play the game under regular game instructions.
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|---|---|---|
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Overall Study
STARTED
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19
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19
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Overall Study
COMPLETED
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19
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19
|
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Overall Study
NOT COMPLETED
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0
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0
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Reasons for withdrawal
Withdrawal data not reported
Baseline Characteristics
Using Teleneuropsychology to Optimize Cognition in Healthy Aging: the Web-based Breakfast Game
Baseline characteristics by cohort
| Measure |
Experimental Group (Breakfast Game With Emphasis Change)
n=19 Participants
Behavioral: Web-based training strategy
As designed, participants (N=19) underwent a web-based training protocol where they played an online game that simulates a breakfast environment and performed everyday activities, such as "cooking" and "setting tables" in a multi-tasking fashion. Participants learnt to play the game using specific strategies in order to optimize their performance.
|
Control Group (Breakfast Game Without the Emphasis Change)
n=19 Participants
Behavioral: Web-based regular training (no strategy)
Participants (n=19) underwent a web-based training protocol where they played an online game that simulates a breakfast environment and performed everyday activities, such as "cooking" and "setting tables" in a multi-tasking fashion. Participants learnt to play the game under regular game instructions.
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Total
n=38 Participants
Total of all reporting groups
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|---|---|---|---|
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Age, Categorical
<=18 years
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0 Participants
n=110 Participants
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0 Participants
n=114 Participants
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0 Participants
n=224 Participants
|
|
Age, Categorical
Between 18 and 65 years
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7 Participants
n=110 Participants
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4 Participants
n=114 Participants
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11 Participants
n=224 Participants
|
|
Age, Categorical
>=65 years
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12 Participants
n=110 Participants
|
15 Participants
n=114 Participants
|
27 Participants
n=224 Participants
|
|
Age, Continuous
|
65.17 years
STANDARD_DEVIATION 2.9 • n=110 Participants
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66.47 years
STANDARD_DEVIATION 4.2 • n=114 Participants
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65.82 years
STANDARD_DEVIATION 3.69 • n=224 Participants
|
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Sex: Female, Male
Female
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16 Participants
n=110 Participants
|
15 Participants
n=114 Participants
|
31 Participants
n=224 Participants
|
|
Sex: Female, Male
Male
|
3 Participants
n=110 Participants
|
4 Participants
n=114 Participants
|
7 Participants
n=224 Participants
|
|
Race/Ethnicity, Customized
White
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13 participants
n=110 Participants
|
17 participants
n=114 Participants
|
30 participants
n=224 Participants
|
|
Race/Ethnicity, Customized
Black/African-American
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5 participants
n=110 Participants
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2 participants
n=114 Participants
|
7 participants
n=224 Participants
|
|
Race/Ethnicity, Customized
Asian
|
1 participants
n=110 Participants
|
0 participants
n=114 Participants
|
1 participants
n=224 Participants
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PRIMARY outcome
Timeframe: Assessed at training session 1, week 1; training session 12, approximately 6 weeks. Data is reported for the change between session 1 and 12Change in the total number of tables set. In the computerized task, participants are asked to set tables for four guests. When finished, one point is given. Higher scores represent a better outcome. This metric represents a change in the score = the higher means improvement in the performance. The total score ranges between 0 and 12; the total change score ranged from -3 to +3.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
|
|---|---|---|
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Changes in the Breakfast Game Performance: Number of Tables Set Score
|
1.61 score on a scale (change)
Standard Deviation 0.15
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1.43 score on a scale (change)
Standard Deviation 0.39
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PRIMARY outcome
Timeframe: Assessed at training session 1, week 1; training session 12, approximately 6 weeks. Data is reported for the change between session 1 and 12Change in cooking time (milliseconds) between food items. In the computerized task, participants are asked to cook different food types. Scores reflect the difference between the first and last food item that was stopped cooking. Lower scores (closest to zero) represent a better outcome. This metric represents a change in the score = the lower means improvement on the performance. The total score ranges between 0.3 and 315; the total change score ranges from -40 to +40.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
|
|---|---|---|
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Changes in the Breakfast Game Performance: Cooking Time Range of Stop Times Scores
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-29.26 score on a scale
Standard Deviation 44.11
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-14.51 score on a scale
Standard Deviation 15.79
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PRIMARY outcome
Timeframe: Assessed at training session 1, week 1; training session 12, approximately 6 weeks. Data is reported for the change between session 1 and 12Change in cooking time (milliseconds) in each food type. In the computerized task, participants are asked to cook different food types. Scores reflect the average absolute values of the difference between the required and actual cooking time of each item. Lower scores (closest to zero) represent a better outcome. This metric represents a change in the score = the lower means improvement in the performance. The total score ranges between 0.3 and 175; The total change score ranges from -20 to +20.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
|
|---|---|---|
|
Change in Breakfast Game Performance: Cooking Time Discrepancy Scores
|
-3.85 score on a scale
Standard Deviation 5.73
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-2.29 score on a scale
Standard Deviation 2.24
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PRIMARY outcome
Timeframe: Within the 2 weeks before intervention starts; and the 6th week, after the last (12th) training session. (Measure represent change between pre and post training)Accuracy on the Alphanumeric Task. This metric represents a change in the score. The higher the means more improvement in the performance. The total change score ranged from -0.1 to +0.1
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
|
|---|---|---|
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Transfer to Complex Executive/Attention Control Measure (Proximal Outcome).
|
0.073 units on a scale
Standard Deviation 0.12
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-0.010 units on a scale
Standard Deviation 0.10
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SECONDARY outcome
Timeframe: Within the 2 weeks before intervention starts; and the 6th week, after the last (12th) training session. (Measure represent change between pre and post training)The Executive Functions Composite Z-Score represents an ability based on performance in four tests: Letter-Number Sequencing, Wisconsin Card Sorting Test, Stroop, and Useful Field of View. Each of these test measures aspects of executive functions, including: divided attention, working memory, inhibitory control, and cognitive flexibility. To calculate the Executive Functions Composite Score, Z-score values were computed in each of the four tests. We then averaged the Z-scores into a single Z-score measure. The central value (Z-score of 0) represents the average performance of the sample in each test. Standard deviation above the mean (higher Z-score values) represents better performance. The total Z-score ranged between -7 and 5. (Values not used for clinical diagnosis, sample cognitively healthy). This metric represents CHANGE in the Executive Functions Composite Score = the higher values represent more improvement in the performance. The total change score ranged from -2 + 2.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
|
|---|---|---|
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Transfer to Executive Functions Composite Z-Score (Distal Outcome)
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0.636 units on a scale
Standard Deviation 1.51
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-0.653 units on a scale
Standard Deviation 1.88
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SECONDARY outcome
Timeframe: Within the 2 weeks before intervention starts; and the 6th week, after the last (12th) training session. (Measure represent change between pre and post training)Scores on a scale that measures perception about self-efficacy. Total score ranges between 10 and 40, with a higher score indicating more self-efficacy. The change in the scale ranged from -4 to 9. This metric represents a change in the score = the higher means improvement in the performance.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
|
|---|---|---|
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Transfer to the General Self-efficacy Scale (Distal Outcome)
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-0.87 score on a scale (change)
Standard Deviation 0.21
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-0.89 score on a scale (change)
Standard Deviation 0.24
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SECONDARY outcome
Timeframe: Within the 2 weeks before intervention starts; and the 6th week, after the last (12th) training session. (Measure represent change between pre and post training)Score on a scale that measures depression symptoms. Total score ranges between 0 and 63, with a higher score indicating more depression symptoms. The change in the scale ranged from +3 to -9.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
|
|---|---|---|
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Transfer to Beck Depression Inventory (Distal Outcome)
|
0.42 score on a scale (change)
Standard Deviation 0.22
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0.30 score on a scale (change)
Standard Deviation 0.24
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SECONDARY outcome
Timeframe: Within the 2 weeks before intervention starts, and the 6th week, after the last (13th) training session. (Measure represent the change between pre and post training)Score on a scale that measures anxiety symptoms. Total score ranges between 0 and 63, with a higher score indicating more anxiety symptoms. The change in the scale ranged from +6 to -6.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
|
Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
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|---|---|---|
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Transfer to Beck Anxiety Inventory (Distal Outcome)
|
-0.139 score on a scale (change)
Standard Deviation 0.38
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0.018 score on a scale (change)
Standard Deviation 0.70
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SECONDARY outcome
Timeframe: Within the 2 weeks before intervention starts, and the 6th week, after the last (12th) training session. (Measure represent the change between pre and post training)Score on a scale reflecting engagement/frequency in leisure \& cognitive activities. Total score ranges between 0 and 80, with a higher score indicating more frequency in leisure/cognitive activities. The change in the scale ranged from -9 to 9.
Outcome measures
| Measure |
Experimental Group
n=19 Participants
Breakfast Game with Emphasis Change Strategy
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Control Group
n=19 Participants
Breakfast Game without the Emphasis Change Strategy
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|---|---|---|
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Transfer to Cognition-Leisure Questionnaire (Distal Outcome)
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-1.02 score on a scale (change)
Standard Deviation 0.5
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0.94 score on a scale (change)
Standard Deviation 2.03
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Adverse Events
Strategy Training
Regular Approach
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Dr. Sharon Sanz Simon
Columbia University (previous); Rutgers University (current)
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place