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临床试验/NCT00586638
NCT00586638已完成不适用

Pilot Study Using a Video Game to Train Cognitive Control Processes in Healthy Older Adults

Columbia University1 个研究点 分布在 1 个国家目标入组 60 人开始时间: 2007年12月1日最近更新:
适应症
干预措施

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

Experimental

Video Game play with training strategy

干预措施: Video game based training (Behavioral)

2

Active Comparator

Video game play without training strategy

干预措施: Video game based training (Behavioral)

3

No Intervention

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

申办方类型
Other
责任方
Principal Investigator
主要研究者

Yaakov Stern

Professor of Clinical, Department of Neurology Administration

Columbia University

研究点 (1)

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