Attention and Memory Training With Video Games in Old Age

Study Overview
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Brief Summary
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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: 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); 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 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.

Official Title
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Age-related Cognitive Decline: Effects of Video Game Training on Behavioral and Neuroimaging Measures of Attention and Memory

Conditions
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Ageing

Intervention / Treatment
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* Behavioral: Experimental: Non-action video game training
* Behavioral: Active Comparator: Non-cognitive video game training


Participation Criteria
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Eligibility Criteria
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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.

Ages Eligible for Study
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Minimum Age: 55 Years
Maximum Age: 84 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Prevention
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Non-action video game training<br>Experimental: Non-action video game training 16 1-hour training sessions with 10 non-action video game training selected games from Lumosity. | Behavioral: Experimental: Non-action video game training<br>* PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory<br>* Other names: 16 training session with Lumosity over 8-10 weeks in small groups;|
| Active Comparator: Non-cognitive video game training<br>Active Control: Non-cognitive social video game training 16 1-hour training sessions with non-cognitive video game training with social games from The Sims. | Behavioral: Active Comparator: Non-cognitive video game training<br>* 16 training sessions with The Sims over 8-10 weeks in small groups<br>* Other names: Social video game training;|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| STROOP-Negative Priming | Participants with non-action video-game training, change from baseline in selective attention and capacity to inhibit information on Stroop-Negative Priming task at 15 weeks and maintenance at 30 weeks | Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks | 
| ODDBALL | Participants with non-action video-game training, change from baseline in alertness and distraction on Oddball task at 15 weeks and maintenance at 30 weeks | Change from Baseline oddball task at 15 weeks and 30 weeks | 
| N-BACK | Participants with non-action video-game training, change from baseline in working memory on N-back task at 15 weeks and maintenance at 30 weeks | Change from Baseline N-back task at 15 weeks and 30 weeks | 
| CORSI BLOCK | Participants with video-game training, change from baseline in spatial working memory on Corsi block task after at 15 weeks and maintenance at 30 weeks | Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Improvement of the performance (accuracy scores) obtained on the non-action video games (experimental group) and the non-cognitive video games (active comparator) comparing accuracy scores of the first to the last training session. | Efficacy of training: Better performance in the trained video games from first to the last training session comparing accuracy scores of the first to the last training session. | Change from the first training session to the last (16th) training session, up to 12 weeks | 
| Level of motivation assessed with a questionnaire | Maintenance of motivation from the first to the last training sessions | Maintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks. | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Healthy aging, Cognitive training, Video-games, Attention, Working memory, Wellbeing