Wayfinding Intervention and Long-Term Memory
Part of paid clinical trials in San Francisco, California.
- Sponsor
- University of California, San Francisco
- Study ID
- NCT05625425
- Status
- Recruiting
Conditions
- Long-Term Memory Decline
- Mild Cognitive Impairment
Eligibility Criteria
- Sex
- ALL
- Age
- 60 Years - 85 Years
- Healthy Volunteers
- Accepted
Interventions
- LabyrinthVR software — BEHAVIORALHead-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, highly engaging regimen of wayfinding in novel urban and village neighborhoods.
- Placebo Games software — BEHAVIORALCommercially-available, narrative computer games marketed as cognitively enriching. Can be tablet-based or wireless VR headset-based.
- Labyrinth Tablet software — BEHAVIORALTablet computer playing Labyrinth spatial wayfinding game in 2.5D
- Labyrinth VR wireless — BEHAVIORALWireless head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, engaging regimen of wayfinding in novel urban and village neighborhoods.
Study Details
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.
Key Dates
- Start date
- Jan 1, 2024
- Status verified
- May 2026
- Primary completion
- Dec 31, 2026
- Completion
- Jan 31, 2027
Study Design
- Enrollment
- 200 participants (estimated)
- Allocation
- RANDOMIZED
- Intervention model
- PARALLEL
- Primary purpose
- BASIC_SCIENCE
Arms
- Experimental: LabyrinthVR ScootMulti-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.
- Placebo Comparator: Placebo ControlsMulti-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.
- Experimental: Labyrinth TabletMulti-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.
- Experimental: Labyrinth VR wirelessMulti-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.
Primary Outcome Measure
MDT change in mnemonic discrimination [ Time Frame: baseline immediately before (T1) and post-assessment immediately after training regimen is completed (T2) providing for a composite score T2-T1 ]
Central Contacts
- Melissa Arioli415-502-7321
Locations (1)
| Facility | City | State | ZIP | Site coordinators |
|---|---|---|---|---|
| UCSF Mission Bay | San Francisco | California | 94158 | Peter E Wais, PhD (PRINCIPAL_INVESTIGATOR) |
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