122 Participants Needed

Tablet Games for Dementia

AM
MF
Overseen ByMathieu Figeys, PhD, RN
Age: 65+
Sex: Any
Trial Phase: Academic
Sponsor: University of Alberta
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

Will I have to stop taking my current medications?

The trial information does not specify whether you need to stop taking your current medications.

What data supports the effectiveness of the treatment VibrantMinds, VibrantMinds Suite, Tablet-Based Cognitive Games for dementia?

Research shows that computerized cognitive training, like tablet-based games, can modestly improve memory and mood in older adults with mild cognitive impairment, although there's no direct evidence they prevent dementia.12345

Is it safe for humans to use tablet games for cognitive stimulation?

Research on tablet games for cognitive stimulation in older adults, including those with mild cognitive impairment, suggests they are generally safe and well-tolerated. Participants in studies often found the games enjoyable and easy to use, with no significant safety concerns reported.45678

How is the VibrantMinds treatment different from other treatments for dementia?

VibrantMinds is unique because it uses tablet-based cognitive games to engage people with dementia, offering a fun and interactive way to potentially improve cognitive function and mood. Unlike traditional treatments, it focuses on using technology to provide personalized and meaningful activities that can be tailored to individual needs and abilities.34569

What is the purpose of this trial?

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.

Eligibility Criteria

This trial is for older adults experiencing cognitive challenges due to conditions like Alzheimer's, mild cognitive impairment, or general aging. Participants should be able to engage with tablet-based games and are looking for new ways to assess and potentially enhance their cognitive skills.

Inclusion Criteria

I am 65 years old or older.
I can use and interact with a cognitive game platform.
Cognitive impairment within a specific range as measured by the Mini-Mental State Examination (MMSE scores between 7 and 25)
See 2 more

Exclusion Criteria

I currently do not have flu, COVID-19, or any other contagious virus.
Inability to communicate or comprehend instructions in English
I do not have major issues with my arms, sight, hearing, or focus that would stop me from participating in the study.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Treatment

Participants engage with the VibrantMinds games alongside standard care to assess cognitive enhancement

12 weeks
Average 2 sessions per week

Follow-up

Participants are monitored for cognitive function and other outcomes post-treatment

4 weeks
1 visit (in-person)

Treatment Details

Interventions

  • VibrantMinds
Trial Overview The study tests 'VibrantMinds,' a series of tablet-based games designed as an innovative approach to measure and improve cognitive functions in older adults. The effectiveness of these serious computer games will be evaluated against traditional assessments.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: VibrantMinds + Standard CareExperimental Treatment1 Intervention
Older adults at long-term care facilities receive the VibrantMinds games in addition to routine standard care administered by the facility and staff.
Group II: Standard CareActive Control1 Intervention
Older adults at long-term care facilities receive routine standard care administered by the facility and staff.

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Alberta

Lead Sponsor

Trials
957
Recruited
437,000+

Alberta Health services

Collaborator

Trials
168
Recruited
658,000+

CapitalCare

Collaborator

Trials
1
Recruited
120+

Findings from Research

The FindMyApps tablet intervention was found to be useful and easy to use for individuals with mild dementia, helping them discover and engage with apps for self-management and meaningful activities, although they often required support from their informal carers.
While no significant differences were observed in outcome measures, qualitative feedback suggests that FindMyApps has the potential to enhance self-management abilities and engagement in activities for people with dementia, warranting further evaluation in future studies.
Randomized controlled feasibility study of FindMyApps: first evaluation of a tablet-based intervention to promote self-management and meaningful activities in people with mild dementia.Kerkhof, Y., Kohl, G., Veijer, M., et al.[2022]
Older adults with mild cognitive impairment (MCI) who participated in the TECH program reported high satisfaction and engaged in a median of 22.6 hours of self-training over 5 weeks, indicating that the program was well-received and motivating.
Although participants did not show significant cognitive improvements as measured by the Montreal Cognitive Assessment, higher satisfaction levels were strongly correlated with greater objective cognitive changes, suggesting that enjoyment and engagement in cognitive activities are important for older adults.
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets.Shamir, D., Loubani, K., Schaham, NG., et al.[2023]
A scoping review of 17 studies on electronic brain gaming interventions for older adults with mild cognitive impairment or dementia found that most studies (12 out of 17) reported improvements in cognitive outcomes, suggesting these games can be beneficial for brain health.
The interventions lasted between 4 to 24 weeks, with an average duration of 8.4 weeks, indicating that even relatively short-term engagement with brain games can have positive effects on cognitive function.
Nonimmersive Brain Gaming for Older Adults With Cognitive Impairment: A Scoping Review.Sood, P., Kletzel, SL., Krishnan, S., et al.[2021]

References

Randomized controlled feasibility study of FindMyApps: first evaluation of a tablet-based intervention to promote self-management and meaningful activities in people with mild dementia. [2022]
Experiences of Older Adults with Mild Cognitive Impairment from Cognitive Self-Training Using Touchscreen Tablets. [2023]
Nonimmersive Brain Gaming for Older Adults With Cognitive Impairment: A Scoping Review. [2021]
Doctor, Should I Use Computer Games to Prevent Dementia? [2020]
Development and Evaluation of Cognitive Games to Promote Health and Wellbeing in Elderly People with Mild Cognitive Impairment. [2018]
In Quest of Tablet Apps for Elders With Alzheimer's Disease: A Descriptive Review. [2023]
The Usability of Physical Activity and Cognitive Training Applications in People With Mild Cognitive Impairment. [2021]
Adoption and Use of a Mobile Health Application in Older Adults for Cognitive Stimulation. [2022]
User-participatory development of FindMyApps; a tool to help people with mild dementia find supportive apps for self-management and meaningful activities. [2023]
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