Determine the potential impact of a set of cognitive games in people with cognitive difficulties after stroke.
ID
Source
Brief title
Condition
- Other condition
- Vascular haemorrhagic disorders
Synonym
Health condition
CVA
Research involving
Sponsors and support
Intervention
Outcome measures
Primary outcome
Outcome measures
1. score on games
2. score on validated cognition tests and questionnaires
3. result on a functional, everyday (cognitive) task.
Secondary outcome
self perceived cognitive difficulties
self efficacy
QOL
cognitive problems experienced by partner/caregiver
Background summary
Every year 41,000 people in Netherlands are diagnosed with stroke. Functional
cognitive limitations in attention, (working) memory, speed of information
processing, executive functions, social communication and emotional control are
common, often chronic effects. Cognitive rehabilitation is focused on improving
cognitive skills and daiky functioning through training, learning new
strategies, use of compensatory mechanisms and/or learning to accept and deal
with the permanent consequences of the brain injury.
A good cognitive game keeps the attention and motivation longer focused by a
visually rich and varied environment, gives direct feedback and is adaptive
(tempo, dosage, level), encouraging more intensive and prolonged exercise .
Gaming facilitates training in the home environment with the advantage of
self-management: control over when, where, how long, what and with whom to
practice.
Study objective
Determine the potential impact of a set of cognitive games in people with
cognitive difficulties after stroke.
Study design
Randomised Clinical Trial (RCT) in which the effect of an intervention,
utilizing commercially available computer games, is compared with the provision
of information, which is not aimed at improving the cognitive function in
patients who have had a stroke.
Intervention
A website, designed for this project, gives the participant through a login
code access to a set of games. The intervention consists of gaming: the
cognitive games serve 8 weeks long, 5 days per week, approx. 15-20 minutes per
day.
Study burden and risks
pre-post measurements-follow-up (8 weeks after intervention) each 1 hour: 3
hours (+ travel time)
information meeting 45 min
intervention 8 weeks x 5 days x approx 15-20 min
partner/caregiver: pre-post-follow up (8 weeks after intervention) measurements
each 10 min: 30 min
Johanna Westerdijkplein 75
Den Haag 5221EN
NL
Johanna Westerdijkplein 75
Den Haag 5221EN
NL
Listed location countries
Age
Inclusion criteria
stroke, 12-36 months after onset; 45-74 years;
comprehension, reading and speaking Dutch language;
in possession of a computer with internet connection and experience with use of internet and e-mail.
Motor skills to operate arrows keys and mouse. Visual perceptual skills to monitor and process stimuli.
Exclusion criteria
Extreme hypersensitivity to visual stimuli, epilepsy, depression.
Design
Recruitment
metc-ldd@lumc.nl
Followed up by the following (possibly more current) registration
No registrations found.
Other (possibly less up-to-date) registrations in this register
No registrations found.
In other registers
Register | ID |
---|---|
CCMO | NL41003.058.12 |