Computer-Based Auditory Rehabilitation

Study Overview
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Brief Summary
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Hearing in noisy environments is a perceptual problem that is ubiquitous in modern industrialized societies. This particular listening context offers a particular challenge to individuals living with hearing impairment (30 million in US alone) even after treatment with hearing aids or cochlear implants. The ability of the brain to extract regularities from the environment and suppress distracting information can be improved with intensive cognitive training. The investigators will test whether the hearing in noise abilities of adults living with hearing impairment can be improved with a cognitive training paradigm.

Detailed Description
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Hearing impairment (HI) represents the most common cause of moderate to severe disability in the world, with an estimated prevalence of 636 million individuals (30 million in the US alone). Amplification devices (i.e., hearing aids) are commonly used to compensate for HI stemming from acoustic trauma, ototoxic insult, normal aging or other sources of cochlear degeneration. The chief complaint of individuals with HI is hearing in the types of noisy environments that characterize most work, educational, and social situations. Unfortunately, hearing aids do not completely address the perceptual impairments in these situations. That is because the difficulties that individuals with HI have hearing in noise result from the reduced salience of cues that are used to sort out auditory scenes. Making sounds louder improves audibility, but does not afford adaptation of the brain to the abnormal coding of sensory information by the damaged cochlea. The investigators will test whether the hearing in noise abilities of adults living with hearing impairment can be improved with a cognitive training paradigm.

Official Title
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Neurological Treatment to Improve the Hearing in Noise Abilities of Older Adults With Hearing Impairments.

Conditions
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Presbycusis

Intervention / Treatment
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* Behavioral: Video game based training 1
* Behavioral: Video game based training 2


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Binaural sensorineural hearing impairment Use of binaural hearing aids Native English Speaker Exclusion Criteria: Significant cognitive impairment Significant motor impairment History of neurological disease/head trauma Use of psychotropic and thyroid medications

Ages Eligible for Study
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Minimum Age: 50 Years
Maximum Age: 85 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Treatment
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Quadruple


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Video game based training 1<br>Video Game play with training strategy 1 | Behavioral: Video game based training 1<br>* 32 one-hour, home-based training sessions over 8 weeks<br>|
| Experimental: Video game based training 2<br>Video Game play with training strategy 2 | Behavioral: Video game based training 2<br>* 32 one-hour, home-based training sessions over 8 weeks<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Speech Perception in Noise | Participants will report words spoken by a target speaker while several speakers serve as distractors. | up to 3 months | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Frequency Modulation Detection | We will measure the detectability of frequency excursions psychoacoustically. | up to 3 months | 
| Stroop Task | Participants will be asked to attend and report one feature of a stimulus while ignoring another | up to 3 months | 
| Letter-Numbers Sequencing Test | Participants are asked to repeat a string of letters and numbers. | up to 3 months | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Presbycusis, Hearing In Noise, Hearing Impairment, Hearing Loss, Aging, Plasticity, Video Games, Perceptual Learning