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Immersive Video Games for Cognitive Impairment (Quest-Tablet Trial)

N/A
Recruiting
Led By Peter E Wais, PhD
Research Sponsored by University of California, San Francisco
Eligibility Criteria Checklist
Specific guidelines that determine who can or cannot participate in a clinical trial
Must have
Normal or corrected-to-normal vision
Must confirm physical stamina and comfort for semi-weekly brisk 30-minute walks on level ground
Timeline
Screening 3 weeks
Treatment Varies
Follow Up baseline immediately before training regimen begins
Awards & highlights

Quest-Tablet Trial Summary

This trial shows promise for restoring memory capability in older adults and patients with cognitive impairment using immersive video games.

Who is the study for?
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.Check my eligibility
What is being tested?
The 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.See study design
What are the potential side effects?
Potential side effects may include discomfort with virtual reality experiences such as dizziness or nausea, especially for those who already experience vestibular or balance problems.

Quest-Tablet Trial Eligibility Criteria

Inclusion Criteria

You may be eligible if you check “Yes” for the criteria below
Select...
My vision is normal or corrected to normal with glasses or contacts.
Select...
I can comfortably do brisk 30-minute walks twice a week.

Quest-Tablet Trial Timeline

Screening ~ 3 weeks
Treatment ~ Varies
Follow Up ~baseline immediately before (t1) and post-assessment immediately after training regimen is completed (t2) providing for a composite score t2-t1
This trial's timeline: 3 weeks for screening, Varies for treatment, and baseline immediately before (t1) and post-assessment immediately after training regimen is completed (t2) providing for a composite score t2-t1 for reporting.

Treatment Details

Study Objectives

Outcome measures can provide a clearer picture of what you can expect from a treatment.
Primary outcome measures
MDT change in mnemonic discrimination
TOUR change in recall
Task-based cortical functional connectivity associated with mnemonic discrimination capability and in control of sustained visual attention
+1 more
Secondary outcome measures
Remote Cognitive Module (RCM)

Quest-Tablet Trial Design

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 Location

Who is running the clinical trial?

University of California, San FranciscoLead Sponsor
2,496 Previous Clinical Trials
11,933,649 Total Patients Enrolled
Peter E Wais, PhDPrincipal InvestigatorNeuroscape, Department of Neurology
1 Previous Clinical Trials
50 Total Patients Enrolled

Media Library

Wayfinding Intervention Clinical Trial Eligibility Overview. Trial Name: NCT05625425 — N/A
Mild Cognitive Impairment Research Study Groups: LabyrinthVR Scoot, Placebo Controls, Labyrinth Tablet, Labyrinth VR wireless
Mild Cognitive Impairment Clinical Trial 2023: Wayfinding Intervention Highlights & Side Effects. Trial Name: NCT05625425 — N/A
Wayfinding Intervention 2023 Treatment Timeline for Medical Study. Trial Name: NCT05625425 — N/A

Frequently Asked Questions

These questions and answers are submitted by anonymous patients, and have not been verified by our internal team.

For whom is this clinical trial best suited?

"The selection criteria for this clinical trial mandates that applicants experience cognitive impairment and are situated between the ages of 60-85. This research study is looking to recruit a total of 200 participants."

Answered by AI

Does this trial accept participants aged 18 or older?

"This medical trial targets patients between 60 and 85. Currently, there are 24 trials for those under 18 and 534 studies targeting individuals above the age of 65."

Answered by AI

What is the enrollment size of this clinical trial?

"Affirmative. Clinicaltrials.gov documents that this trial, which was originally posted on February 1st 2023, is presently soliciting participants. 200 patients must be acquired from a single site to complete the clinical trial."

Answered by AI

Is enrollment for this research trial still available?

"Affirmative. Data hosted on clinicaltrials.gov confirms that this research endeavour, which was first unveiled on February 1st 2023, is actively recruiting patients to its trial. Approximately 200 individuals need to be sourced from a single medical centre."

Answered by AI

Who else is applying?

What site did they apply to?
UCSF Mission Bay
What portion of applicants met pre-screening criteria?
Met criteria
~133 spots leftby Dec 2025