An Open Platform of Serious Games for Cognitive Intervention

Last updated: April 14, 2025
Sponsor: University of Alberta
Overall Status: Suspended

Phase

N/A

Condition

Mild Cognitive Impairment

Dementia

Aging

Treatment

VibrantMinds

Clinical Study ID

NCT06366867
Pro00097579
  • Ages > 65
  • All Genders

Study Summary

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

Inclusion

Inclusion Criteria:

  • Older adults aged 65 years and older.

  • Cognitive impairment within a specific range as measured by the Mini-Mental State -Examination (MMSE scores between 7 and 25).

  • Ability to interact with the Serious Cognitive Games (SCGs) platform, indicating anecessary level of awareness.

  • Functional vision and hearing, with or without aids (glasses/hearing aids), toengage with the SCGs platform.

  • Functional upper extremity function to interact with the SCGs.

Exclusion

Exclusion Criteria:

  • Presence of influenza, COVID-19, or another virus that could affect performance orpose a risk to others.

  • Inability to communicate or comprehend instructions in English

  • Moderate to severe limitations in upper extremity control or movement, significantvisual or hearing impairments, or attention deficits that could impact the abilityto successfully engage with the SCGs. Participants or their care partners who feelthese conditions would interfere with study participation are excluded.

Study Design

Total Participants: 122
Treatment Group(s): 1
Primary Treatment: VibrantMinds
Phase:
Study Start date:
August 03, 2022
Estimated Completion Date:
August 01, 2026

Connect with a study center

  • CapitalCare Group Inc Facilities

    Edmonton, T5J 3M9
    Canada

    Site Not Available

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