200 Participants Needed

Immersive Video Games for Cognitive Impairment

(Quest-Tablet Trial)

SN
MA
Overseen ByMelissa Arioli
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: University of California, San Francisco

Trial Summary

What is the purpose of this trial?

Therapeutic treatment is yet available for declining memory, which is an impairment affecting the quality of life for many older adults and patients with cognitive impairment. Cognitive training with an immersive video game promises to drive hippocampal-cortical plasticity and associated gains that can restore memory capability or provide therapeutic treatment for memory deficits.

Will I have to stop taking my current medications?

If you are taking psychotropic medications (drugs that affect your mind, emotions, or behavior), you will need to stop taking them to participate in this trial.

What data supports the effectiveness of the treatment Wayfinding Intervention for cognitive impairment?

Research shows that a virtual reality wayfinding game, similar to the treatment, improved memory in older adults and helped a person with Alzheimer's disease improve navigation skills in daily life. This suggests that the treatment could be beneficial for cognitive impairment by enhancing memory and navigation abilities.12345

Is the immersive video game treatment generally safe for humans?

The research does not provide specific safety data for the immersive video game treatment, but it has been used in studies with older adults and individuals at risk for cognitive impairment without reported safety concerns.13678

How is the Wayfinding Intervention treatment unique for cognitive impairment?

The Wayfinding Intervention treatment is unique because it uses immersive virtual reality (VR) games to improve memory and cognitive skills by engaging users in spatial navigation tasks, which is different from traditional cognitive therapies that do not typically use VR technology.127910

Research Team

PE

Peter E Wais, PhD

Principal Investigator

Neuroscape, Department of Neurology

Eligibility Criteria

This trial is for older adults with memory issues or mild cognitive impairment. Participants must have good vision (with glasses if needed), be fluent in English, have completed at least 12 years of education, and be able to operate a response box. They should also be physically able to take brisk walks and not have conditions that make fMRI scans unsafe.

Inclusion Criteria

Fluent speakers of English
Dexterity to comfortably operate the scanner-compatible response box
Completed 12 or more years of education
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Exclusion Criteria

I am taking medication for my mental health.
Significant discomfort with virtual reality experiences
I have had concussions or issues with dizziness and balance.

Timeline

Screening

Participants are screened for eligibility to participate in the trial

2-4 weeks

Training

Participants undergo a 15 to 20-hour training regimen using virtual reality and tablet-based cognitive interventions

2-3 weeks
Remote training sessions

Post-training Assessment

Pre- and post-training assessments to evaluate cognitive improvements and collect MRI data

1 week
2 visits (in-person)

Follow-up

Participants are monitored for sustained cognitive improvements and any long-term effects

4 weeks

Treatment Details

Interventions

  • Wayfinding Intervention
Trial OverviewThe study tests whether immersive video games can improve memory by changing brain activity. It uses LabyrinthVR software and other similar tools compared against placebo games to see if they can help restore memory functions or provide therapeutic benefits.
Participant Groups
4Treatment groups
Experimental Treatment
Placebo Group
Group I: LabyrinthVR ScootExperimental Treatment1 Intervention
Multi-session cognitive intervention with VIVE high-resolution head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via handheld controllers.
Group II: Labyrinth VR wirelessExperimental Treatment1 Intervention
Multi-session cognitive intervention with QUEST head-mounted display virtual reality computer game using wireless technology to present an adaptive spatial wayfinding challenge. Game movement via handheld controllers.
Group III: Labyrinth TabletExperimental Treatment1 Intervention
Multi-session cognitive intervention with tablet computer, displaying 2.5D version of Labyrinth game in an adaptive spatial wayfinding challenge. Game movement via on-screen control buttons.
Group IV: Placebo ControlsPlacebo Group1 Intervention
Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of California, San Francisco

Lead Sponsor

Trials
2,636
Recruited
19,080,000+

Findings from Research

A virtual reality (VR) spatial wayfinding game called Labyrinth-VR was tested on 48 older adults (average age 68.7 years) and showed significant improvements in long-term memory (LTM) capabilities after 12 hours of gameplay over four weeks.
Participants who played Labyrinth-VR achieved memory performance levels comparable to younger adults, indicating that this VR intervention can enhance LTM in older adults and may benefit hippocampal-dependent memory functions.
Virtual reality video game improves high-fidelity memory in older adults.Wais, PE., Arioli, M., Anguera-Singla, R., et al.[2021]
A case study of a man with early Alzheimer's disease showed that he could successfully learn to navigate in a virtual reality environment, indicating potential for cognitive training in AD.
Feedback from his caregiver suggested that this training not only improved his navigation skills in the virtual setting but also translated to real-life benefits, such as better driving skills and overall cognitive improvement at home.
Neurocognitive Treatment for a Patient with Alzheimer's Disease Using a Virtual Reality Navigational Environment.White, PJ., Moussavi, Z.[2020]
Virtual reality (VR) testing of navigation skills closely correlates with real-world navigation performance in older adults and those with early Alzheimer's disease, indicating that VR can be a valid assessment tool.
Both aging and Alzheimer's disease patients exhibit similar difficulties in self-orientation and scene localization, with Alzheimer's patients also facing challenges in verbal recall, highlighting the risks associated with navigational deficits.
Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality.Cushman, LA., Stein, K., Duffy, CJ.[2022]

References

Virtual reality video game improves high-fidelity memory in older adults. [2021]
Neurocognitive Treatment for a Patient with Alzheimer's Disease Using a Virtual Reality Navigational Environment. [2020]
Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality. [2022]
Egocentric spatial orientation differences between Alzheimer's disease at early stages and mild cognitive impairment: a diagnostic aid. [2022]
Salient Cues and Wayfinding in Alzheimer's Disease within a Virtual Senior Residence. [2019]
Effects of Traditional vs. iPad-Enhanced Aerobic Exercise on Wayfinding Efficacy and Cognition: A Pilot Randomized Controlled Trial. [2020]
Virtual reality in neurologic rehabilitation of spatial disorientation. [2021]
Navigation in smart environments using mediated reality tools. [2009]
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic. [2022]
10.United Statespubmed.ncbi.nlm.nih.gov
Using virtual reality for cognitive training of the elderly. [2022]