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 — BEHAVIORAL
    Head-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 — BEHAVIORAL
    Commercially-available, narrative computer games marketed as cognitively enriching. Can be tablet-based or wireless VR headset-based.
  • Labyrinth Tablet software — BEHAVIORAL
    Tablet computer playing Labyrinth spatial wayfinding game in 2.5D
  • Labyrinth VR wireless — BEHAVIORAL
    Wireless 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 Scoot
    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.
  • Placebo Comparator: Placebo Controls
    Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.
  • Experimental: Labyrinth Tablet
    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.
  • Experimental: Labyrinth VR wireless
    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.

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

Locations (1)

FacilityCityStateZIPSite coordinators
UCSF Mission BaySan FranciscoCalifornia94158
Melissa Arioli
415-502-7321
Peter E Wais, PhD (PRINCIPAL_INVESTIGATOR)

Find similar trials in San Francisco, CA

Related Studies