protocolSection identificationModule nctId: NCT06366867, orgStudyIdInfo id: Pro00097579, briefTitle: An Open Platform of Serious Games for Cognitive Intervention, statusModule overallStatus: RECRUITING, startDateStruct date: 2022-08-03, primaryCompletionDateStruct date: 2025-08-01, completionDateStruct date: 2025-12-01, studyFirstPostDateStruct date: 2024-04-16, lastUpdatePostDateStruct date: 2024-04-16, sponsorCollaboratorsModule leadSponsor name: University of Alberta, class: OTHER, collaborators name: Alberta Health services, collaborators name: CapitalCare, descriptionModule briefSummary: Computer games are increasingly utilized as tools for studying cognitive skills, aging, individual differences, and development. They offer a unique advantage by presenting challenges that more closely mirror the complexities and demands of everyday tasks compared to traditional laboratory experiments, clinical tests, and standardized assessments. Our team took an innovative step in this direction by developing a suite of tablet-based games, titled VibrantMinds. These games, varying in type, are designed to measure diverse cognitive indicators, acting as proxies for assessments typically conducted using paper-and-pencil tests in clinical settings.VibrantMinds games have been specifically crafted to be user-friendly and engaging for older adults, including those with dementia. Our studies have shown that these individuals not only find the games accessible but also exhibit measurable improvement in gameplay, suggesting potential benefits for cognitive skill training.Building on this foundation, we are now poised to conduct an in-depth investigation into the actual effectiveness of serious computer games (SCGs) for cognitive enhancement and their application in real-world settings for older adults. This next phase of research will leverage the VibrantMinds platform to carry out studies aimed at validating software-defined indicators of cognitive function and measuring the impact of game-based interventions on cognitive abilities, health-related quality of life, and other significant real-life outcomes.The anticipated results promise to expand our understanding of the potential for new technologies in cognitive assessment and intervention. Moreover, by employing machine learning analysis of the data collected through VibrantMinds, we aim to develop a taxonomy that correlates game complexity and player performance with conventional clinical instruments for assessing cognitive status and functioning., conditionsModule conditions: Mild Cognitive Impairment, conditions: Dementia, conditions: Alzheimer Disease, conditions: Aging, designModule studyType: INTERVENTIONAL, phases: NA, designInfo allocation: RANDOMIZED, interventionModel: PARALLEL, interventionModelDescription: The experimental group will receive VibrantMinds, which consists of sessions with serious computer games in addition to the standard care, whilst the control group will receive the standard of care used at the healthcare facilities., primaryPurpose: DEVICE_FEASIBILITY, maskingInfo masking: DOUBLE, maskingDescription: Random allocation, 1:1 ratio by a computer-based randomizer, whoMasked: INVESTIGATOR, whoMasked: OUTCOMES_ASSESSOR, enrollmentInfo count: 122, type: ESTIMATED, armsInterventionsModule interventions name: VibrantMinds, outcomesModule primaryOutcomes measure: Cognition - Global, secondaryOutcomes measure: Depression, secondaryOutcomes measure: Agitation, secondaryOutcomes measure: Occupational Performance, secondaryOutcomes measure: Engagement, secondaryOutcomes measure: Affect, eligibilityModule sex: ALL, minimumAge: 65 Years, stdAges: OLDER_ADULT, contactsLocationsModule locations facility: CapitalCare Group Inc Facilities, status: RECRUITING, city: Edmonton, zip: T5J 3M9, country: Canada, contacts name: Adriana Rios Rincon, PhD, R.OT, role: CONTACT, phone: 7804921728, email: aros@ualberta.ca, geoPoint lat: 53.55014, lon: -113.46871, hasResults: False