This site became the new on June 19th. Learn more.
Show more Menu IMPORTANT: Listing of a study on this site does not reflect endorsement by the National Institutes of Health. Talk with a trusted healthcare professional before volunteering for a study. Read more... Menu IMPORTANT: Talk with a trusted healthcare professional before volunteering for a study. Read more... Menu
Give us feedback

Cognitive Aging and Training With Video-games

This study has been completed.
Information provided by (Responsible Party):
Soledad Ballesteros, Universidad Nacional de Educación a Distancia Identifier:
First received: December 4, 2013
Last updated: May 27, 2015
Last verified: May 2015
The ageing of the population will inevitably lead to a growing number of older people living alone and in need of care. Given the high cost of geriatric care, a critical research issue is exploring ways to improve or maintain cognitive and functional status in old age. Unfortunately, it has been shown that training those specific cognitive processes most sensitive to ageing (such as speed of processing or working memory), produces only limited beneficial effects. However, research also suggests that factors such as cognitive engagement, physical activity and social context may act as more general modulators of cognitive decline. This project is a longitudinal study with experimental and control groups. It is inspired from the engagement model of cognitive optimization suggesting that a lifestyle marked by social and intellectual engagement may mitigate age-related declines on cognitive functioning. It uses new cutting-edge information computing technology (ICT) solutions to improve or simply maintain cognitive functions in the elderly. This research investigates how the treatment reduces the effects of cognitive age-related decline in executive control processes and episodic (explicit) memory using behavioral and imaging measures. The results will provide significant knowledge on the potential of new ICT technologies to delay, compensate, and even prevent common chronic problems experienced by the elderly population. The hypothesis is that cognitive training with video-games through ICT solutions will promote brain and mental health and independence. Ultimately, the objective is to contribute to the understanding of factors that help avoiding the (personal and economic) consequences of long-term care in geriatric institutions.

Condition Intervention
Aging Healthy Other: Non-action video game training

Study Type: Interventional
Study Design: Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Single (Participant)
Primary Purpose: Prevention
Official Title: Compensation Factors of Cognitive Ageing: Using Computer Technology to Reduce Cognitive Decline in Ageing

Further study details as provided by Soledad Ballesteros, Universidad Nacional de Educación a Distancia:

Primary Outcome Measures:
  • Neuropsychological testing [ Time Frame: Baseline, 12 weeks, and 24 weeks ]
    Improvement in Neuropsychological tests after training

  • Oddball task [ Time Frame: Baseline, 12 weeks, and 24 weeks ]
    Improvement in attention after training

  • Wisconsin task [ Time Frame: Baseline, 12 weeks, and 24 weeks ]
    Improvement in executive functions

  • Speed of processing task [ Time Frame: Baseline, 12 weeks, and 24 weeks ]
    Improvement in processing speed after training

  • Spatial working memory (WM) [ Time Frame: Baseline, 12 weeks, and 24 weeks ]
    Improvement in spatial working memory

Secondary Outcome Measures:
  • Efficacy of non-action video game training [ Time Frame: Up to 12 weeks ]
    Efficacy of training: Better performance in the trained video games from first training session to the last training session (from 1 to 20 sessions)

Enrollment: 30
Study Start Date: January 2011
Study Completion Date: September 2013
Primary Completion Date: June 2013 (Final data collection date for primary outcome measure)
Arms Assigned Interventions
Experimental: Non-action video game training
20 1-hour sessions of non-action video game training
Other: Non-action video game training
Based on cognitive training Lumosity
No Intervention: Control
Participants in the control group did not receive non-action video game training

Detailed Description:
The aim of the present project was to investigate whether older adults could benefit from brain training with video games in a series of cognitive tasks. Two groups of healthy older adults participated in the study. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the training (experimental group) or a similar period of time (control group) using different cognitive tasks in a 2 (Group: Experimental, control) x 2 (Time os assessment: Pre, post) mixed factorial design.

Ages Eligible for Study:   57 Years to 85 Years   (Adult, Senior)
Sexes Eligible for Study:   All
Accepts Healthy Volunteers:   Yes

Inclusion Criteria:

  • Mini-Mental State Examination (MMSE) score 26 or greater
  • Global Deterioration Scale (GDS) score less than 5
  • Independent living
  • Normal or correct to normal vision and hearing

Exclusion Criteria:

  • Diagnosis of dementia
  • Planned move from study area
  • Inability to complete study activities
  • Scores lower than inclusion criteria requirements Communication problems.
  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: NCT02007616

Facultad de Psicología de la UNED
Madrid, Spain, 28040
Sponsors and Collaborators
Universidad Nacional de Educación a Distancia
Principal Investigator: Soledad Ballesteros, PhD UNED
  More Information

Additional Information:
Publications automatically indexed to this study by Identifier (NCT Number):
Responsible Party: Soledad Ballesteros, Professor Dr., Universidad Nacional de Educación a Distancia Identifier: NCT02007616     History of Changes
Other Study ID Numbers: PSI2010-21609-C02-01
Study First Received: December 4, 2013
Last Updated: May 27, 2015

Keywords provided by Soledad Ballesteros, Universidad Nacional de Educación a Distancia:
Cognitive aging
Video games training
Speed of processing
Executive functions processed this record on September 18, 2017