Multi-player Online Video Games for Cognitive Rehabilitation

The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Read our disclaimer for details. 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
Information provided by (Responsible Party):
Jason Colman, University of Portsmouth

Brief Summary:

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 Phase
Acquired Brain Injury Behavioral: Play game Not Applicable

  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

Resource links provided by the National Library of Medicine

MedlinePlus related topics: Rehabilitation
U.S. FDA Resources

Arm Intervention/treatment
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.

Primary Outcome Measures :
  1. 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 :
  1. 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

Information from the National Library of Medicine

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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

Information from the National Library of Medicine

To learn more about this study, you or your doctor may contact the study research staff using the contact information provided by the sponsor.

Please refer to this study by its identifier (NCT number): NCT01518010

Contact: Jason E Colman

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

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
First Posted: January 25, 2012    Key Record Dates
Last Update Posted: January 25, 2012
Last Verified: January 2012

Keywords provided by Jason Colman, 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