Group Digital Gaming: Experiences of Older Adults Living With Dementia in an Activity for Cognitive Impairment
NCT07541144 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 24
Last updated 2026-04-21
Summary
The study examines the effects of a group digital gaming intervention on cognitive function, mood, and behaviors in people with early to moderate levels of dementia, using Obie Technology by employing a pretest and posttest design with a mixed methods approach.
Conditions
Interventions
- BEHAVIORAL
-
Group-Based Digital Gaming
The interactive digital gaming activity is delivered using Obie Technology. Various games are projected onto the table's surface, and participants interacted with them by "touching" the images with their hands. The system included sensors that detected hand movements, making the activity fully interactive. More than 200 games are available. Some examples of the popular games include Mahjong, in which participants match identical tiles by touching them, and Around the World, in which participants identify the correct objects based on the country's flag, such as selecting a double-decker London bus for the United Kingdom. For many games, difficulty levels are adjustable, which is especially useful for games that involves math. Games are chosen based on participants' requests as well as facilitators' recommendations.
Sponsors & Collaborators
-
George Mason University
lead OTHER
Study Design
- Allocation
- NA
- Purpose
- SUPPORTIVE_CARE
- Masking
- NONE
- Model
- SINGLE_GROUP
Eligibility
- Sex
- ALL
- Healthy Volunteers
- No
Timeline & Regulatory
- Start
- 2023-08-01
- Primary Completion
- 2024-04-30
- Completion
- 2024-04-30
Countries
- United States
Study Locations
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