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.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
DEVICE_FEASIBILITY
Masking
DOUBLE
Enrollment
122
VibrantMindVibrantMinds offers five tablet games targeting cognitive stimulation in older adults: Whack-A-Mole, Word Search, Bejeweled, Mahjong Solitaire, Memory Game, and Glenrose Grocery Game (GGG). These games vary from nostalgic (e.g., Mahjong Solitaire) to leisure-oriented (e.g., Bejeweled), aiming to blend fun with cognitive exercises. Especially designed for ease of use, they cater to older individuals, including those with dementia, gradually increasing in difficulty to match player skill levels. The GGG stands out by integrating game design with everyday cognitive tasks, offering a practical simulation of grocery shopping. Developed with older adult input, VibrantMinds aims to enhance cognitive health in seniors through engaging, meaningful gameplay, supporting its clinical trial's focus on cognitive wellness in the aging.
CapitalCare Group Inc Facilities
Edmonton, Canada
Cognition - Global
Alzheimer's Disease Assessment Scale - Cognitive Subscale (ADASCog). Items are generally scored from 1-5; Final scores range 0-70, with higher scores indicating greater severity.
Time frame: Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Depression
Geriatric Depression Scale (GDS). Each Item is scored 0/1 (no/yes respectively), for a total of 15 questions, and a maximum of 15 points. Higher points indicate greater symptoms of depression.
Time frame: Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Agitation
Cohen-Mansfield Agitation Inventory (CMAI). The CMAI is a 29 item scale, with each item ranging 1-7. Higher scores indicate greater agitation
Time frame: Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Occupational Performance
The Canadian Occupational Performance Measure (COPM) employs a 1 to 10 scoring system, where clients rate their performance and satisfaction across chosen activities. A score of 1 indicates poor performance or satisfaction, while a score of 10 signifies excellent outcomes. Changes in these scores over time are used to evaluate the effectiveness of interventions based on client priorities.
Time frame: Baseline (Week 0), Post-Test (Week 12), Follow-up (Week 16)
Engagement
Engagement questionnaire. A developed engagement questionnaire, with items ranked 1-5, will be utilized at each session
Time frame: At each session from weeks 0-12; average 2x per week.
Affect
The Positive and Negative Affect Schedule (PANAS) consists of two 10-item mood scales, measuring both positive and negative affect. Respondents rate each item on a scale from 1 (very slightly or not at all) to 5 (extremely), indicating the extent to which they have experienced each emotion. Higher scores represent greater positive or negative affect, respectively.
Time frame: At each session from weeks 0-12; average 2x per week.
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