| Unique ID issued by UMIN | UMIN000054731 |
|---|---|
| Receipt number | R000062544 |
| Scientific Title | Effect of digital game intervention on cognitive functions in residents in senior housing: A Randomized Controlled Trial |
| Date of disclosure of the study information | 2024/08/01 |
| Last modified on | 2025/04/07 18:00:37 |
Effect of digital game intervention on cognitive functions in older people in residents in senior housing: A Randomized Controlled Trial
Effect of digital game intervention on cognitive functions in residents in senior housing
Effect of digital game intervention on cognitive functions in residents in senior housing: A Randomized Controlled Trial
Effect of digital game intervention on cognitive functions in residents in senior housing
| Japan |
Older adults
| Adult |
Others
NO
This study aims to verify the effectiveness of implementing digital games to maintain and improve memory, visuospatial cognition, and executive function in residents in senior housing.
Efficacy
Memory, visuospatial ability, executive function, global cognitive function.
Interventional
Parallel
Randomized
Individual
Open -but assessor(s) are blinded
No treatment
2
Prevention
| Other |
The intervention group will play the digital game.
The control group will continue with their normal life.
| 65 | years-old | <= |
| 90 | years-old | >= |
Male and Female
1) 65 years of age or older (on the basis of previous studies, the older adults in this study were defined as individuals aged 65 years or older), 2) Mini Mental State Examination-Japanese (MMSE-J) score of 24 points or higher (maximum score: 30 points), 3) Ability to perform the test and tasks in the questionnaire. 4) Ability to operate a game controller without hand impairment, and 5) No regular habit of playing games (less than once a month), such as Nintendo Switch and smartphone-based games on a regular basis.
1) severe behavioral disorders or medical requirements (e.g., a person whose sitting time is limited because of a disease such as heart failure, and who might be negatively impacted by the game intervention), 2) severe visual or hearing impairments, and 3) refusal to participate in the study.
70
| 1st name | Kyosuke |
| Middle name | |
| Last name | Yorozuya |
Seijoh University
Faculty of Rehabilitation and Care
476-8588
2-172 Fukinodai, Tokai, Aichi
0526016000
yorozuya@seijoh-u.ac.jp
| 1st name | Kyosuke |
| Middle name | |
| Last name | Yorozuya |
Seijoh University
Faculty of Rehabilitation and Care
476-8588
2-172 Fukinodai, Tokai, Aichi
0526016000
yorozuya@seijoh-u.ac.jp
Seijoh University
Ministry of Education, Culture, Sports, Science and Technology
Japanese Governmental office
The Research Ethics Committee of Seijoh University
2-172 Fukinodai, Tokai, Aichi
0526016000
tsutsui@seijoh-u.ac.jp
NO
| 2024 | Year | 08 | Month | 01 | Day |
Unpublished
Enrolling by invitation
| 2024 | Year | 03 | Month | 15 | Day |
| 2024 | Year | 01 | Month | 24 | Day |
| 2024 | Year | 07 | Month | 31 | Day |
| 2026 | Year | 11 | Month | 30 | Day |
| 2024 | Year | 06 | Month | 22 | Day |
| 2025 | Year | 04 | Month | 07 | Day |
Value
https://center6.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000062544