Eye-Movement Intervention for Cognitive Impairment Across Schizophrenia Spectrum
NCT07702526 · Status: NOT_YET_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 160
Last updated 2026-07-14
Summary
The goal of this clinical trial is to determine whether a gamified eye-movement intervention can improve cognitive function in individuals across the schizophrenia spectrum, including clinical high-risk individuals, first-episode schizophrenia patients, and chronic schizophrenia patients. The main questions it aims to answer are:
* Does eye-movement training improve cognitive performance measured by the MATRICS Consensus Cognitive Battery (MCCB)?
* Does eye-movement training improve oculomotor functions and clinical symptoms across different illness stages?
Researchers will compare an eye-movement intervention group with an active control group receiving matched finger-controlled game training to determine whether the eye-movement intervention produces greater improvements in cognitive function and eye-movement performance.
Participants will:
* Receive either gamified eye-movement training or matched finger-controlled game training for 4 weeks.
* Complete cognitive assessments using the MCCB before and after the intervention.
* Complete standardized eye-tracking tasks, including fixation stability, smooth pursuit, antisaccade, and free-viewing tasks, to evaluate changes in oculomotor control and visual exploration patterns.
* Complete clinical symptom assessments using SOPS or PANSS according to illness stage.
Conditions
- Schizophrenia
- Cognitive Impairment
- Clinical High Risk for Psychosis
Interventions
- BEHAVIORAL
-
Eye-Movement Training
A gamified eye-movement training program designed to improve fixation control, smooth pursuit, and saccadic eye movements. The intervention includes three interactive tasks: fixation-based jumping game, gaze-direction control game, and gaze-guided visual tracking game. Participants complete 3-4 sessions per week, approximately 30 minutes per session, for 4 weeks. The intervention is delivered via a computerized eye-tracking system.
- BEHAVIORAL
-
Finger-Controlled Game Training
A gamified finger-controlled training program matched in duration, frequency, visual stimulation, and task structure to the eye-movement intervention. Participants control game actions using finger inputs instead of eye movements. The intervention is designed as an active control to account for non-specific effects including engagement, visual exposure, and task expectancy. Participants complete 3-4 sessions per week, approximately 30 minutes per session, for 4 weeks.
Sponsors & Collaborators
-
Shanghai Mental Health Center
lead OTHER
Study Design
- Allocation
- RANDOMIZED
- Purpose
- TREATMENT
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 15 Years
- Max Age
- 45 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2026-07-01
- Primary Completion
- 2027-12-30
- Completion
- 2028-07-30
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