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Multi-player Online Video Games for Cognitive Rehabilitation

The recruitment status of this study is unknown. The completion date has passed and the status has not been verified in more than two years.
Verified January 2012 by University of Portsmouth.
Recruitment status was:  Not yet recruiting
Information provided by (Responsible Party):
Jason Colman, University of Portsmouth Identifier:
First received: January 15, 2012
Last updated: January 24, 2012
Last verified: January 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 Intervention
Acquired Brain Injury
Behavioral: Play game

Study Type: Interventional
Study Design: Intervention Model: Single Group Assignment
Masking: Open Label
Primary Purpose: Basic Science
Official Title: Multi-player Online Video Games for Cognitive Rehabilitation

Resource links provided by NLM:

Further study details as provided by University of Portsmouth:

Primary Outcome Measures:
  • 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.

Secondary Outcome Measures:
  • 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

Estimated Enrollment: 10
Study Start Date: June 2012
Estimated Study Completion Date: January 2014
Estimated Primary Completion Date: December 2012 (Final data collection date for primary outcome measure)
Arms Assigned Interventions
Experimental: GamePlay 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.

  Show Detailed Description


Ages Eligible for Study:   18 Years and older   (Adult, Senior)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   No

Inclusion Criteria:

  • Have survived an acquired brain injury
  • Have progressed through the acute stage of treatment and rehabilitation
  • Be attending a day centre periodically
  • Have an interest in playing video games
  • Be physically capable of playing a video game, with adjustments to the user interface as required
  • Be capable of giving or withholding consent
  • Have access to suitable computer with internet access at day centre

Exclusion Criteria:

  • Any history of photosensitive epilepsy
  • Any history of ill effects due to playing video games, or if any ill-effects are shown when playing video games
  • On advice of medical staff or carer
  Contacts and Locations
Choosing to participate in a study is an important personal decision. Talk with your doctor and family members or friends about deciding to join a study. To learn more about this study, you or your doctor may contact the study research staff using the Contacts provided below. For general information, see Learn About Clinical Studies.

Please refer to this study by its identifier: NCT01518010

Contact: Jason E Colman

Sponsors and Collaborators
University of Portsmouth
Principal Investigator: Jason E Colman University of Portsmouth
  More Information

Mateer, C. (2005) Fundamentals of cognitive rehabilitation. In Halligan, P., and Wade, D. (Eds.) Effectiveness of rehabilitation for cognitive defects. Oxford University Press
Malec, J., Jones, R., Rao, N., Stubbs, K. (1984) Video game practice effects on sustained attention in patients with craniocerebral trauma. Cognitive Rehabilitation 2 (4): 18 - 23

Responsible Party: Jason Colman, Principal Investigator, University of Portsmouth Identifier: NCT01518010     History of Changes
Other Study ID Numbers: COLMAN
Study First Received: January 15, 2012
Last Updated: January 24, 2012

Keywords provided by University of Portsmouth:
Brain injury
Cognitive rehabilitation
Video game

Additional relevant MeSH terms:
Brain Injuries
Brain Diseases
Central Nervous System Diseases
Nervous System Diseases
Craniocerebral Trauma
Trauma, Nervous System
Wounds and Injuries processed this record on April 26, 2017