Please select the arm or intervention descriptions that belong to the clinical trial below.
Title: Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory
Brief Summary: Neuroplasticity-based approaches seem very promising to maintain cognitive health in older adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this project are threefold:

1. the evaluation of the effects of a neuroplasticity-based-cognitive randomized computer-based intervention consisting in training with non-action video games on brain and cognitive functions that decline with ageing, including attention and spatial working memory (WM), in older adults using behavioral measures and electrophysiological recordings (event-related potentials -ERPs- and event-related spectral perturbations -ERSPs);
2. the study of the effects of age and 3 months maintenance on the cognitive and neural signatures of transfer effects to attentional and spatial WM tasks; and
3. to investigate the neuroinflammatory mechanisms assessed by non-invasive methods in saliva from participants underlying cognitive training-induced effects.

A better understanding of these mechanisms elucidates pathways that may be targeted in the future, either by behavioral or neuropsychological interventions. To achieve these aims, the investigators will recruit between 60-80 older adults volunteers to participate in the randomized, controlled, single-blind study. After screening, participants will be randomly distributed in one of these two groups: experimental and active control. Participants in the experimental group will receive 16 1 hour computerized training with non-action video games. The active control group will receive 16 1 hour training sessions with a social video game. The design is a mixed factorial design with type of intervention (experimental, active control) and assessment session (pre, post, maintenance). The results from the proposed research project will clarify the existence of transfer-of-benefit and neural mechanisms underlying cognitive improvement. The hypothesis is that mental stimulation through non-action video games will improve attention and memory, promoting brain and mental health, and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care.


Options:
A: Arm Label: 1; Type: EXPERIMENTAL; Interventions: Behavioral: complex cognitive training | Arm Label: 2; Type: PLACEBO_COMPARATOR; Interventions: Behavioral: complex cognitive training | Intervention Type: BEHAVIORAL; Name: complex cognitive training; Assigned to Arm(s): 1, 2
B: Arm Label: Memory Training; Type: ACTIVE_COMPARATOR; Interventions: Behavioral: Cognitive Training | Arm Label: Reasoning Training; Type: ACTIVE_COMPARATOR; Interventions: Behavioral: Cognitive Training | Arm Label: Speed of Processing Training; Type: ACTIVE_COMPARATOR; Interventions: Behavioral: Cognitive Training | Arm Label: Control; Type: PLACEBO_COMPARATOR; Interventions: Behavioral: Cognitive Training | Intervention Type: BEHAVIORAL; Name: Cognitive Training; Assigned to Arm(s): Control, Memory Training, Reasoning Training, Speed of Processing Training
C: Arm Label: Non-action video game training; Type: EXPERIMENTAL; Interventions: Other: Non-action video game training | Arm Label: Control; Type: NO_INTERVENTION; Interventions: N/A | Intervention Type: OTHER; Name: Non-action video game training; Assigned to Arm(s): Non-action video game training
D: Arm Label: Non-action video game training; Type: EXPERIMENTAL; Interventions: Behavioral: Experimental: Non-action video game training | Arm Label: Non-cognitive video game training; Type: ACTIVE_COMPARATOR; Interventions: Behavioral: Active Comparator: Non-cognitive video game training | Intervention Type: BEHAVIORAL; Name: Experimental: Non-action video game training; Assigned to Arm(s): Non-action video game training | Intervention Type: BEHAVIORAL; Name: Active Comparator: Non-cognitive video game training; Assigned to Arm(s): Non-cognitive video game training

Answer: D