Pilot Study Using a Video Game to Train Cognitive Control Processes in Healthy Older Adults
试验速览
- 阶段
- 不适用
- 状态
- 已完成
- 入组人数
- 60
- 试验地点
- 1
- 主要终点
- Cognitive-experimental tasks
研究概览
简要总结
Control processes are classes of brain activity that initiate, coordinate, synchronize, and regulate elemental cognitive functions for the conduct of goal-directed behavior. The proposed research investigates whether exposure to a computer-based training protocol designed to enhance cognitive control processes will improve cognitive performance in healthy older adults.
详细描述
The proposed research investigates whether exposure to a computer-based training protocol designed to enhance cognitive control processes will improve cognitive performance in healthy older adults. Cognitively normal adults aged 60-75 will be randomized into three experimental groups: 1) Video game play with training strategy; 2) Video game play without training strategy (Active Control); 3) Minimal contact (Passive Control). Subjects in Groups 1 and 2 will be instructed to play the complex, high-demand video game, Space Fortress, for 36 one-hour sessions over 12 weeks. Subjects in Group 3 will receive all assessments but will not play the computer game.
研究设计
- 研究类型
- Interventional
- 分配方式
- Randomized
- 干预模型
- Parallel
- 盲法
- Single (Participant)
入排标准
- 年龄范围
- 60 Years 至 75 Years(Adult, Older Adult)
- 性别
- All
- 接受健康志愿者
- 是
入选标准
- •Age 60-75
- •Willingness to adhere to training protocol
- •Adequate English proficiency
排除标准
- •Known history of cognitive impairment, dementia, stroke, seizure disorder, or other neuropsychiatric condition judged to impact cognitive performance
- •Taking medications known to influence cognitive performance
- •Sensory (e.g. visual, auditory) or physical (e.g. severe arthritic, orthopedic, neurologic) impairment incompatible with use of a standard computer workstation.
- •Enrolled in a concurrent study that could affect the outcome of this study
研究组 & 干预措施
1
Video Game play with training strategy
干预措施: Video game based training (Behavioral)
2
Video game play without training strategy
干预措施: Video game based training (Behavioral)
3
Minimal contact control
结局指标
主要结局
Cognitive-experimental tasks
时间窗: Week 1, 6, 12, 24
Neuropsychological testing
时间窗: Week 1, 12, 24
次要结局
未报告次要终点
研究者
Yaakov Stern
Professor of Clinical, Department of Neurology Administration
Columbia University
