Training Cognitive Control Processes in Older Adults

This study has been completed.
Sponsor:
Information provided by (Responsible Party):
Yaakov Stern, Columbia University
ClinicalTrials.gov Identifier:
NCT00586638
First received: December 20, 2007
Last updated: November 20, 2012
Last verified: November 2012

December 20, 2007
November 20, 2012
December 2007
February 2010   (final data collection date for primary outcome measure)
  • Neuropsychological testing [ Time Frame: Week 1, 12, 24 ] [ Designated as safety issue: No ]
  • Cognitive-experimental tasks [ Time Frame: Week 1, 6, 12, 24 ] [ Designated as safety issue: No ]
  • Neuropsychological testing [ Time Frame: Week 1, 6, 12, 24 ] [ Designated as safety issue: No ]
  • Cognitive-experimental tasks [ Time Frame: Week 1, 6, 12, 24 ] [ Designated as safety issue: No ]
Complete list of historical versions of study NCT00586638 on ClinicalTrials.gov Archive Site
Not Provided
Not Provided
Not Provided
Not Provided
 
Training Cognitive Control Processes in Older Adults
Pilot Study Using a Video Game to Train Cognitive Control Processes in Healthy Older Adults

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.

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.

Interventional
Not Provided
Allocation: Randomized
Endpoint Classification: Efficacy Study
Intervention Model: Parallel Assignment
Masking: Single Blind (Subject)
  • Neurologic Manifestations
  • Neurobehavioral Manifestations
Behavioral: Video game based training
36 one-hour sessions over 12 weeks
  • Experimental: 1
    Video Game play with training strategy
    Intervention: Behavioral: Video game based training
  • Active Comparator: 2
    Video game play without training strategy
    Intervention: Behavioral: Video game based training
  • No Intervention: 3
    Minimal contact control
Not Provided

*   Includes publications given by the data provider as well as publications identified by ClinicalTrials.gov Identifier (NCT Number) in Medline.
 
Completed
60
February 2010
February 2010   (final data collection date for primary outcome measure)

Inclusion Criteria:

  • Age 60-75
  • Willingness to adhere to training protocol
  • Adequate English proficiency

Exclusion Criteria:

  • 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
Both
60 Years to 75 Years
Yes
Contact information is only displayed when the study is recruiting subjects
United States
 
NCT00586638
AAAC6151
No
Yaakov Stern, Columbia University
Columbia University
Not Provided
Principal Investigator: Yaakov Stern, Ph.D. Columbia University
Columbia University
November 2012

ICMJE     Data element required by the International Committee of Medical Journal Editors and the World Health Organization ICTRP