Multi-player Online Video Games for Cognitive Rehabilitation
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|ClinicalTrials.gov Identifier: NCT01518010|
Recruitment Status : Unknown
Verified January 2012 by Jason Colman, University of Portsmouth.
Recruitment status was: Not yet recruiting
First Posted : January 25, 2012
Last Update Posted : January 25, 2012
This research project aims to find out if a multiplayer online video game can provide therapeutic benefit for people who have survived a brain injury.
Video games provide therapeutic benefits in many contexts (Griffiths, 2005). Players of online multiplayer games behave altruistically and form friendships (Wang and Wang, 2008). These positive emotional effects may enhance cognitive rehabilitation, because the cognitive and emotional sides of rehabilitation are connected (Mateer, 2005).
The hypothesis is thus: that playing multiplayer online games can be a useful form of cognitive rehabilitation for brain-injured people.
This research will identify whether or not multi-player online video games may be used as a complementary therapeutic tool. A further aim is to develop guidelines which would help others considering the use of video games for cognitive rehabilitation.
|Condition or disease||Intervention/treatment|
|Acquired Brain Injury||Behavioral: Play game|
Show Detailed Description
|Study Type :||Interventional (Clinical Trial)|
|Estimated Enrollment :||10 participants|
|Intervention Model:||Single Group Assignment|
|Masking:||None (Open Label)|
|Primary Purpose:||Basic Science|
|Official Title:||Multi-player Online Video Games for Cognitive Rehabilitation|
|Study Start Date :||June 2012|
|Estimated Primary Completion Date :||December 2012|
|Estimated Study Completion Date :||January 2014|
Behavioral: Play game
Participants engage in non-game activity (establish baseline) 7 * 1 hr weekly; play single-player game 7 * 1 hr weekly; play multi-player game 7 * 1 hr weekly.
- Player in-game activity data [ Time Frame: Time series data collected each hourly session, weekly, for 21 weeks ]
All player activity is logged on server with timestamp. Data to be logged:
- Player movement (ID, location, timestamp)
- Messages sent (Sender and recipient IDs, text, timestamp)
- In-game objects created or modified (participant ID, object ID, object type, timestamp)
Each weekly session will produce one block of this data. The 21 blocks constitute time series data which will be analysed for evidence of improvement in cognitive skills.
- Player attitudes [ Time Frame: Weekly , for 21 weeks ]Each session in debriefing, players will be asked about their attitudes and feelings about the effects of playing video games
Please refer to this study by its ClinicalTrials.gov identifier (NCT number): NCT01518010
|Contact: Jason E Colmanfirstname.lastname@example.org|
|Principal Investigator:||Jason E Colman||University of Portsmouth|