search
Back to results

Video Games Among People With Schizophrenia (GAME-S)

Primary Purpose

Cognitive Function, Schizophrenia and Disorders With Psychotic Features

Status
Completed
Phase
Not Applicable
Locations
Hong Kong
Study Type
Interventional
Intervention
Cognifit
SIMS 4 (Maxis, Inc)
Sponsored by
The Hong Kong Polytechnic University
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional supportive care trial for Cognitive Function focused on measuring Cognitive Function, Schizophrenia and Disorders with Psychotic Features, Computers, Digital

Eligibility Criteria

18 Years - 60 Years (Adult)All SexesDoes not accept healthy volunteers

Inclusion criteria:

  • patients' diagnoses of schizophrenia (Diagnostic and Statistical Manual DSM-IV)
  • able to speak Cantonese
  • be unfamiliar with video games or at least non-active game players (play < 5h/week)
  • have the ability to provide written informed consent
  • be viewed as being able to safely take part and have the cognitive status deemed suitable for participation (assessed by a chief psychiatrist based on his/her clinical expertise)

Exclusion criteria:

  • meeting diagnostic criteria for a current major depressive, manic or hypomanic episode (DSM-IV), or mental retardation
  • having severe visual impairment
  • being an active game player (i.e. gaming > 5 h/week)
  • displaying a lack of ability to decide their own participation
  • displaying substance abuse (other than nicotine dependence)
  • having head injury, hemiplegia, or other neurological disorders
  • having had an Electroconvulsive Therapy (ECT) in the past six months
  • having a lack of Magnetic Resonance Imaging (MRI) compatibility (for example, patients with cardiac pacemakers, metallic implants, restless behaviour)
  • pregnancy

Sites / Locations

  • Comfort Rehabilitation Home
  • Everbright Rehabilitation Centre
  • Home of Treasure
  • Kowloon Hospital
  • Mental Health Association of Hong Kong
  • Pamela Youde Nethersole Eastern Hospital
  • Parklane Rehabilitation Home
  • Richmond Fellowship of Hong Kong
  • Maxgrace Fuller House

Arms of the Study

Arm 1

Arm 2

Arm 3

Arm Type

Experimental

Active Comparator

No Intervention

Arm Label

Cognifit

SIMS 4 (Maxis, Inc)

Treatment as usual

Arm Description

Participants are instructed to play CogniFit 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming.

Participants are instructed to play SIMS 4 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming.

No specific intervention will be offered to those who receive treatment as usual according to their treatment schedule. The participants are encouraged not to play video games during the study period.

Outcomes

Primary Outcome Measures

Verbal working memory function at 3-month and 6-month follow-ups
Measured by Letter-number-span task from Wechsler Memory Scale III (WMS III), simplified/traditional Chinese versions. The instrument includes the National Institute of Mental Health - Measurement and Treatment Research to Improve Cognition in Schizophrenia 50 battery (NIMH-MATRICS50).

Secondary Outcome Measures

Cognitive functioning: speed of processing
A battery of cognitive tests: speed of processing [Trail Making Test A].
Cognitive functioning: attention
A battery of cognitive tests: attention (serotonin transporter; SERT).
Cognitive functioning: vigilance
A battery of cognitive tests: vigilance [SERT].
Cognitive functioning: visuo-spatial working memory
A battery of cognitive tests: visuo-spatial working memory [Spatial span from WMS III].
Cognitive functioning: reasoning
A battery of cognitive tests: reasoning [Wisconsin Card Sorting Task).
Cognitive functioning: problem solving
A battery of cognitive tests: problem solving [Wisconsin Card Sorting Task).
Social functioning: severity of social phobia
A Chinese version of Brief Social Phobia Scale (BSPS51) assessing severity of social phobia.
Social functioning: treatment response in social phobia
A Chinese version of Brief Social Phobia Scale (BSPS51) assessing treatment response in social phobia.
Experience of pleasure: anticipatory component
The 'temporal Experience of Pleasure Scale' (TEPS, Chinese version) covers the anticipatory component.
Experience of pleasure: consummatory component
The 'temporal Experience of Pleasure Scale' (TEPS, Chinese version) covers the consummatory component.
Self-efficacy
Chinese version of 'General Self-Efficacy Scale' (GSE) is a self-report measure of self-efficacy.
Psychotic symptoms
The Chinese version of the Clinical Assessment Interview for Negative Symptoms (CAINS) administered by qualified psychiatrists in Hong Kong who have received proper training for this assessment tool.
Anhedonia symptoms
Other symptoms, which might confound negative symptom presentation and need to be assessed include: 'The Calgary Depression Scale for Schizophrenia' (CDS-C), an observer-rated Likert-scale to measure depressive symptoms; The Simpson-Angus Rating Scale (SAS), the Barnes Akathisia Rating Scale (BARS), and the Abnormal Movement Involuntary Scale (AIMS).
Avolition symptoms
Other symptoms, which might confound negative symptom presentation and need to be assessed include: 'The Calgary Depression Scale for Schizophrenia' (CDS-C), an observer-rated Likert-scale to measure depressive symptoms; The Simpson-Angus Rating Scale (SAS), the Barnes Akathisia Rating Scale (BARS), and the Abnormal Movement Involuntary Scale (AIMS).
Neurocognition: the impact of gaming on brain functional networks (EEG/rsfMRI)
EEG/Resting states fMRI. The impact of gaming on brain functional networks can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/rsfMRI)
EEG/Resting states fMRI. The impact of gaming on changes in neuronal dynamics can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Neurocognition: the impact of gaming on brain functional networks (EEG/Structural magnetic resonance imaging)
Structural magnetic resonance imaging. The impact of gaming on brain functional networks can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/Structural magnetic resonance imaging)
Structural magnetic resonance imaging. The impact of gaming on changes in neuronal dynamics can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.

Full Information

First Posted
April 18, 2017
Last Updated
May 21, 2022
Sponsor
The Hong Kong Polytechnic University
Collaborators
University of Helsinki, University of Turku, Kowloon Hospital, Hong Kong, Pamela Youde Nethersole Eastern Hospital, Maxgrace Fuller House, The Mental Health Association of Hong Kong, Sichuan University
search

1. Study Identification

Unique Protocol Identification Number
NCT03133143
Brief Title
Video Games Among People With Schizophrenia
Acronym
GAME-S
Official Title
The Impact of Video Gaming on Cognitive Functioning in People With Schizophrenia
Study Type
Interventional

2. Study Status

Record Verification Date
May 2022
Overall Recruitment Status
Completed
Study Start Date
May 16, 2019 (Actual)
Primary Completion Date
July 31, 2021 (Actual)
Study Completion Date
December 31, 2021 (Actual)

3. Sponsor/Collaborators

Responsible Party, by Official Title
Principal Investigator
Name of the Sponsor
The Hong Kong Polytechnic University
Collaborators
University of Helsinki, University of Turku, Kowloon Hospital, Hong Kong, Pamela Youde Nethersole Eastern Hospital, Maxgrace Fuller House, The Mental Health Association of Hong Kong, Sichuan University

4. Oversight

Studies a U.S. FDA-regulated Drug Product
No
Studies a U.S. FDA-regulated Device Product
No
Data Monitoring Committee
No

5. Study Description

Brief Summary
The investigators aim to establish a research project to test the impact of gaming by carrying out a digital gaming interventions, monitoring its cognitive and clinical outcomes, while concurrently performing a multimodal brain imaging experiment.
Detailed Description
The effectiveness of the gaming intervention will be assessed using a controlled, controlled, single-blind clinical trial with a pragmatic, three-arm parallel-group design. Interventions: Participants will be randomised into three groups: Cognitive training (intervention group, CogniFit, N=78), entertainment video gaming (active control group, SIMS4, N=78) and treatment as usual (a passive control group, N=78). The mechanism of CogniFit (intervention) lies on the evidence for computerised exercises focusing on auditory and verbal processing, which are likely to yield improved verbal learning and memory and activate reward systems of the brain that drive brain plasticity in adults with schizophrenia. SIMS4 game (active control) offers entertainment without any known cognitive or health-related outcome. The data collection, subject recruitment and training will be carried out in an outpatient psychiatric units or outpatient clinics, mental health associations, and residential homes in Hong Kong. The study is aimed for patients' diagnoses of schizophrenia. Recruitment: An extended informed consent process will be used. The health service's medical records at the study site will be screened by the authority of the staff of the organisation. Patients will be screened to determine their eligibility for study participation. Eligible participant will first receive a short leaflet of the study from the staff or during a short information session organised for the participants to consider their availability. If an eligible patient shows interest, more detailed written and oral information will be shared. After signing informed consent forms (two identical copies), baseline data with background information, Intelligence Quotient (IQ, if available) and MMSE will be collected to show evidence of the participants' capacity to give informed consent. Medication dosage [chlorpromazine equivalence] will be collected as some medications currently used in schizophrenia may affect the response to cognitive training strategies. Recruitment will continue until the required sample size has been obtained. Randomisation: After baseline data collection, the Trial Manager will be informed (by email, text message, WhatsApp) about a new participant and he/she will allocate the participant to one of the three arms based on a list of computer-generated random numbers provided by an external clinical trial randomisation service (blocks of 6 consecutive patients, a 1:1:1 ratio). Allocation will be masked to the outcome assessors, and the trial statistician, but it cannot be masked from the RAs who recruit the patients and the treatment staff working with the patients. For neuroimaging assessment (EEG, fMRI, resting state), a sub-sample from our total sample will be randomised at baseline. Randomisation will be based on a list of computer-generated random numbers. Power analysis and sample size: The investigators calculated the sample size based on (1) the number of actual pairwise tests to be made for the efficacy of the primary outcome and (2) the two-level modelling approach in the final data analysis, in which the type I error has been adjusted. The statistical efficiency will be ensured using the MANOVA method for multiple group comparison. First, given that video gaming is a fairly novel strategy, the investigators will base the sample size calculation (a priori) on a cognitive-efficacy meta-analysis for patients with schizophrenia showing and overall effect size (ES, Cohens' D) of 0.58 on verbal working memory (a primary outcome). Based on our hypothesis, the primary endpoints are the effects in verbal working memory at 3 and 6 months of cognitive training in the gaming group, in comparison with the other two groups: cognitive training vs. entertainment gaming, cognitive training vs. non-gaming control group. Four pairwise interactions between the contrast of the two comparisons and the two time points will be tested. For multiple comparison tests of four, for a type I error level of 5% (two-sided), an adjusted significant level should be = (1- (1- 0.05)4) /2 = 0.01274 /2 = 0.0064, and the corresponding z score for a one-sided test is 2.49. Given the effect size 0.58, assuming equal sample size of the three groups, with a statistical power of 0.8 and = 0.01274, the investigators require at least 198 subjects (66 per group) by applying the equation, 2(Z1- + Z1- /2)2 / ES2. According to a meta-analysis,40 the total sample size in previous cognitive training studies has typically been 50 (range 10-138). Using evidence-based rationale for patient flow in this study, the investigators can assume that about 60% of patients that will be screened will not be eligible for the study due to age or lack of capacity to participate in the study. Based on the literature, about 45% of patients with schizophrenia will refuse to participate in the RCT studies, and 16% will drop-out during the course of intervention. Thus, the investigators need a total of 234 participants to be randomply allocated to three study groups, and 198 participants in follow-ups. Based on this knowledge, a total of 985 subjects need to be approached. The numbers are realistic given that the total number of patients with schizophrenia in our study sites is about 5,500, and the total number of schizophrenia patients in Hong Kong is 40,000. Second, for neuroimaging assessment, a sub-sample of 126 participants from our total sample (N = 198) will need (63%) to be randomised at baseline. Randomisation will be based on a list of computer-generated random numbers. The investigators assume that 30% will drop-out between baseline and the 3-month follow-up assessment, which leave us with 29 patients in each group (totally 87 participants at baseline). The sample size will be appropriate for our neuroimaging assessment; the average number of participants in RCT studies assessing patient cognition or changes in brain structure has been about 20. The investigators will also verify whether the interventions have been delivered as designed (intervention fidelity). Therefore, patient gaming logs (gaming frequency [number of gaming sessions per week], the length of each session [minutes], number of drop-outs) and patient gaming diaries including descriptions of possible strengths and limitations of the interventions will be analysed with the content analysis based on the data to be collected from patient diaries.

6. Conditions and Keywords

Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
Cognitive Function, Schizophrenia and Disorders With Psychotic Features
Keywords
Cognitive Function, Schizophrenia and Disorders with Psychotic Features, Computers, Digital

7. Study Design

Primary Purpose
Supportive Care
Study Phase
Not Applicable
Interventional Study Model
Parallel Assignment
Model Description
A controlled, single-blind clinical trial with a pragmatic, three-arm parallel-group design.
Masking
InvestigatorOutcomes Assessor
Masking Description
The sequences of allocation will be concealed until interventions will be assigned. Allocation will not be masked to the researchers, who will recruit patients. Outcome assessors (who will not participate in patient randomisation or daily clinical treatment at the same unit) will be masked. The data analyst (the trial statistician) will be kept blinded to the allocation. Allocation: Randomized The trial manager will allocate the patient to one of the three arms of the trial based on a list of computer-generated random numbers (provided by an external clinical trial randomisation service).
Allocation
Randomized
Enrollment
143 (Actual)

8. Arms, Groups, and Interventions

Arm Title
Cognifit
Arm Type
Experimental
Arm Description
Participants are instructed to play CogniFit 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming.
Arm Title
SIMS 4 (Maxis, Inc)
Arm Type
Active Comparator
Arm Description
Participants are instructed to play SIMS 4 45-60 minutes, 5 days/week. A minimum of 50 gaming hours will be acquired to ensure observable neuroplasticity in the brain after gaming.
Arm Title
Treatment as usual
Arm Type
No Intervention
Arm Description
No specific intervention will be offered to those who receive treatment as usual according to their treatment schedule. The participants are encouraged not to play video games during the study period.
Intervention Type
Behavioral
Intervention Name(s)
Cognifit
Intervention Description
CogniFit is an Internet browser-based digital brain training program, to improve cognitive abilities based on a personalised brain training regimen. Participants are instructed to play all games assigned by cognifit from three categories (memory, spatial perception, and mental planning) during each training session. After playing the games in these three categories, they are free to choose which exercises they wish to play.
Intervention Type
Behavioral
Intervention Name(s)
SIMS 4 (Maxis, Inc)
Intervention Description
The Sims 4 is a life simulation PC game. It is purely an entertainment game without known cognitive or health-related outcomes. Does not iclude high-intensity action and competition. This specific game and non-competitive games like it in general do not improve attention, working memory, or other cognitive abilities despite being engaging and fun.
Primary Outcome Measure Information:
Title
Verbal working memory function at 3-month and 6-month follow-ups
Description
Measured by Letter-number-span task from Wechsler Memory Scale III (WMS III), simplified/traditional Chinese versions. The instrument includes the National Institute of Mental Health - Measurement and Treatment Research to Improve Cognition in Schizophrenia 50 battery (NIMH-MATRICS50).
Time Frame
3-month and 6-month follow-ups
Secondary Outcome Measure Information:
Title
Cognitive functioning: speed of processing
Description
A battery of cognitive tests: speed of processing [Trail Making Test A].
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Cognitive functioning: attention
Description
A battery of cognitive tests: attention (serotonin transporter; SERT).
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Cognitive functioning: vigilance
Description
A battery of cognitive tests: vigilance [SERT].
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Cognitive functioning: visuo-spatial working memory
Description
A battery of cognitive tests: visuo-spatial working memory [Spatial span from WMS III].
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Cognitive functioning: reasoning
Description
A battery of cognitive tests: reasoning [Wisconsin Card Sorting Task).
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Cognitive functioning: problem solving
Description
A battery of cognitive tests: problem solving [Wisconsin Card Sorting Task).
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Social functioning: severity of social phobia
Description
A Chinese version of Brief Social Phobia Scale (BSPS51) assessing severity of social phobia.
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Social functioning: treatment response in social phobia
Description
A Chinese version of Brief Social Phobia Scale (BSPS51) assessing treatment response in social phobia.
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Experience of pleasure: anticipatory component
Description
The 'temporal Experience of Pleasure Scale' (TEPS, Chinese version) covers the anticipatory component.
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Experience of pleasure: consummatory component
Description
The 'temporal Experience of Pleasure Scale' (TEPS, Chinese version) covers the consummatory component.
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Self-efficacy
Description
Chinese version of 'General Self-Efficacy Scale' (GSE) is a self-report measure of self-efficacy.
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Psychotic symptoms
Description
The Chinese version of the Clinical Assessment Interview for Negative Symptoms (CAINS) administered by qualified psychiatrists in Hong Kong who have received proper training for this assessment tool.
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Anhedonia symptoms
Description
Other symptoms, which might confound negative symptom presentation and need to be assessed include: 'The Calgary Depression Scale for Schizophrenia' (CDS-C), an observer-rated Likert-scale to measure depressive symptoms; The Simpson-Angus Rating Scale (SAS), the Barnes Akathisia Rating Scale (BARS), and the Abnormal Movement Involuntary Scale (AIMS).
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Avolition symptoms
Description
Other symptoms, which might confound negative symptom presentation and need to be assessed include: 'The Calgary Depression Scale for Schizophrenia' (CDS-C), an observer-rated Likert-scale to measure depressive symptoms; The Simpson-Angus Rating Scale (SAS), the Barnes Akathisia Rating Scale (BARS), and the Abnormal Movement Involuntary Scale (AIMS).
Time Frame
Baseline, after intervention (three months) and at six months follow-up
Title
Neurocognition: the impact of gaming on brain functional networks (EEG/rsfMRI)
Description
EEG/Resting states fMRI. The impact of gaming on brain functional networks can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Time Frame
Baseline, after intervention (three months)
Title
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/rsfMRI)
Description
EEG/Resting states fMRI. The impact of gaming on changes in neuronal dynamics can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Time Frame
Baseline, after intervention (three months)
Title
Neurocognition: the impact of gaming on brain functional networks (EEG/Structural magnetic resonance imaging)
Description
Structural magnetic resonance imaging. The impact of gaming on brain functional networks can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Time Frame
Baseline, after intervention (three months)
Title
Neurocognition: the impact of gaming on changes in neuronal dynamics (EEG/Structural magnetic resonance imaging)
Description
Structural magnetic resonance imaging. The impact of gaming on changes in neuronal dynamics can be revealed by recording neuronal activity with M/EEG during the execution of a working memory task and also during resting-state conditions, which reveal changes in spontaneous activities in the brain.
Time Frame
Baseline, after intervention (three months)

10. Eligibility

Sex
All
Minimum Age & Unit of Time
18 Years
Maximum Age & Unit of Time
60 Years
Accepts Healthy Volunteers
No
Eligibility Criteria
Inclusion criteria: patients' diagnoses of schizophrenia (Diagnostic and Statistical Manual DSM-IV) able to speak Cantonese be unfamiliar with video games or at least non-active game players (play < 5h/week) have the ability to provide written informed consent be viewed as being able to safely take part and have the cognitive status deemed suitable for participation (assessed by a chief psychiatrist based on his/her clinical expertise) Exclusion criteria: meeting diagnostic criteria for a current major depressive, manic or hypomanic episode (DSM-IV), or mental retardation having severe visual impairment being an active game player (i.e. gaming > 5 h/week) displaying a lack of ability to decide their own participation displaying substance abuse (other than nicotine dependence) having head injury, hemiplegia, or other neurological disorders having had an Electroconvulsive Therapy (ECT) in the past six months having a lack of Magnetic Resonance Imaging (MRI) compatibility (for example, patients with cardiac pacemakers, metallic implants, restless behaviour) pregnancy
Overall Study Officials:
First Name & Middle Initial & Last Name & Degree
Maritta Välimäki, Professor
Organizational Affiliation
Xiang Nursing School, Central South University; Hong Kong Polytechnic University; University of Turku
Official's Role
Principal Investigator
Facility Information:
Facility Name
Comfort Rehabilitation Home
City
Hong Kong
Country
Hong Kong
Facility Name
Everbright Rehabilitation Centre
City
Hong Kong
Country
Hong Kong
Facility Name
Home of Treasure
City
Hong Kong
Country
Hong Kong
Facility Name
Kowloon Hospital
City
Hong Kong
Country
Hong Kong
Facility Name
Mental Health Association of Hong Kong
City
Hong Kong
Country
Hong Kong
Facility Name
Pamela Youde Nethersole Eastern Hospital
City
Hong Kong
Country
Hong Kong
Facility Name
Parklane Rehabilitation Home
City
Hong Kong
Country
Hong Kong
Facility Name
Richmond Fellowship of Hong Kong
City
Hong Kong
Country
Hong Kong
Facility Name
Maxgrace Fuller House
City
Kowloon
Country
Hong Kong

12. IPD Sharing Statement

Plan to Share IPD
No
Citations:
PubMed Identifier
33461506
Citation
Valimaki M, Yang M, Lam YTJ, Lantta T, Palva M, Palva S, Yee B, Yip SH, Yu KD, Chang HCC, Cheng PYI, Bressington D. The impact of video gaming on cognitive functioning of people with schizophrenia (GAME-S): study protocol of a randomised controlled trial. BMC Psychiatry. 2021 Jan 18;21(1):46. doi: 10.1186/s12888-020-03031-y.
Results Reference
background

Learn more about this trial

Video Games Among People With Schizophrenia

We'll reach out to this number within 24 hrs