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CompletedNCT04253587LABYRUpdated Feb 27, 2023Results posted

Wayfinding Intervention in High-Fidelity Long-Term Memory

An interventional study of LabyrinthVR and Placebo Games in Long-Term Memory Decline and Mild Cognitive Impairment, sponsored by University of California, San Francisco. Completed at 1 site in United States. Open to participants aged 62 Years to 85 Years, including healthy volunteers. Per ClinicalTrials.gov, last updated 2023-02-27.

Sponsored by University of California, San Francisco · Not applicable, Interventional, and Basic science

From the registry’s dates

  • Registered 3 months after the study started (first participant enrolled Oct 2019, registered Jan 2020).
Phase
Not applicable
Study type
Interventional
Enrollment
50
Allocation
Randomized
Ages
62 Years to 85 Years
Sex
All
01

Study summary

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.

Read the detailed description

A hallmark of higher cognition is the capability for flexible association of diverse bits of information stored in memory, such that experiences can be remembered in detailed and distinct terms (i.e., high-fidelity long-term memory (LTM)). Interventions capable of sustaining improved learning and flexible association of new information into LTM remain elusive. Interventions have yet to be developed to attenuate the decline of high-fidelity LTM in normal aging or provide therapeutic treatment for patients with cognitive impairment without dementia (i.e., MCI).

This project applies a translational neuroscience approach in development of a cognitive training intervention that targets sustained improvement in capabilities for LTM and cognitive control. Treatments use commercially available head-mounted display Virtual Reality (VR) technology and tablet computers to present a deeply immersive spatial wayfinding video game. Based on preliminary results, the hypothesis is that immersion in a game to navigate errands through unfamiliar, visually complex neighborhoods (i.e., wayfinding) will be an effective means to environmental enrichment, which refers to a process whereby new and complex experiences bring change to brain and behavior.

The significance of this platform is from the effects in brain and behavior arising from cognitive training, which can generalize to improvements in untrained capability for high-fidelity LTM. Research in rodents and humans shows that learning a new, enriched environment spurs the healthy function of the hippocampus and supports lifelong neurogenesis. Adult-borne hippocampal neurogenesis has been linked as the neurobiological basis for the formation of new, high-fidelity memories.

The Labyrinth spatial wayfinding game was developed in-house to incorporate full scientific rigor, as with procedures in any properly controlled behavioral experiment. The game uses 3D and 2.5D computer graphics tools, as well as numerous levels of adaptive challenge, to deliver a dynamic, engaging experience for participants throughout the training regimen. Training can be administered with and without participant ambulation in movement through wayfinding runs.

A participant's pre- and post-training assessments will occur promptly before and after their 15 to 20-hour training regimen, including collection of functional MRI (fMRI) and structural MRI data. Cognitive outcome measures will assess capabilities for high-fidelity LTM retrieval.

The a priori hypothesis is that effectiveness of the wayfinding game intervention would be evidenced by post-training improvements in retrieval of high-fidelity LTM and associated cognitive control capabilities. FMRI results associated with the measured cognitive improvements will localize changes in functional brain networks that support gains in memory capabilities. Structural MRI measures will assess morphometric and volumetric changes from pre- to post-training assessments.

02

Conditions studied

  • Long-Term Memory Decline
  • Mild Cognitive Impairment

Keywords

  • amnestic MCI without dementia
  • cognitive training
03

In context

Cognitive Dysfunction

3,843 studies on the registry are indexed under Cognitive Dysfunction; 1,100 are open to participants now.

This study's enrollment of 50 is below the median of 65 across 2,808 interventional studies indexed under Cognitive Dysfunction.

Browse Cognitive Dysfunction studies →

Lead sponsor

University of California, San Francisco is the lead sponsor of 2,132 studies on the registry; 375 are open to participants now.

Of its 262 completed or terminated interventional studies of FDA-regulated products, 196 (75%) have results posted.

Counted across the registry records on this site, refreshed daily.

04

Who can participate

Ages eligible
62 Years to 85 Years
Sexes eligible
All
Accepts healthy volunteers
Yes

Inclusion criteria

  • fluent speakers of English
  • completed 12 or more years of education
  • normal or corrected-to-normal vision
  • dexterity to comfortably operate the scanner-compatible response box
  • freedom from physical and neurological conditions contra-indicated for fMRI
  • must confirm physical stamina and comfort for 45-minute, brisk walks on level ground

Exclusion criteria

Exclusion Criteria:

  • use of psychotropic medications
  • history of concussions or dizziness, vestibular or balance problems
  • significant discomfort with virtual reality experiences
05

Study design

Phase
Not applicable
Primary purpose
Basic science
Allocation
Randomized
Intervention model
Parallel assignment
Masking
Double (Participant, Outcomes assessor)
Enrollment
50 participants (actual)

Study arms

  • Experimental
    LabyrinthVR Trackers

    Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via participant ambulation wearing leg-position trackers.

    Device: LabyrinthVR

  • Experimental
    LabyrinthVR Scoot

    Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.

    Device: LabyrinthVR

  • Placebo comparator
    Placebo Controls

    Multi-session cognitive intervention with handheld tablet or wireless virtual reality headset presentation of commercially available, narrative computer games.

    Device: Placebo Games

  • Active comparator
    Coherence

    Multi-session cognitive intervention with head-mounted display virtual reality computer game that presents an adaptive rhythm training game.

    Device: Coherence

  • 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.

    Device: Tablet

  • Experimental
    Labyrinth VR wireless

    Multi-session cognitive intervention with head-mounted display virtual reality computer game using wireless, narrower filed technology to presents an adaptive spatial wayfinding challenge. Game movement via teleporting technique.

    Device: LabyrinthVR

Interventions

  • DeviceLabyrinthVR

    Head-mounted display virtual reality game designed to induce environmental enrichment in an adaptive, immersive regimen of wayfinding in novel urban and village neighborhoods.

  • DevicePlacebo Games

    Commercially-available, narrative computer games marketed as cognitively enriching.

  • DeviceCoherence

    Head-mounted display virtual reality game designed to present an adaptive rhythm training routine.

  • DeviceTablet

    Tablet computer playing Labyrinth VR game but in 2.5D

06

What researchers measure

Primary outcomes

  1. MDT Change in Mnemonic Discrimination

    Mnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.

    Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

  2. WALK Change in Recall

    Encoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.

    Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

  3. Changes in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discrimination

    Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.

    Time frame: during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

  4. Changes in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discrimination

    functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.

    Time frame: during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

Secondary outcomes

  1. Remote Cognitive Module (RCM)

    A tablet application using a speech-to-text interface to administer neuropsychological tests comparable to CVLT-II verbal memory, verbal fluency, digit span and Trail Making Test-B. Raw scores from the tasks will be transformed to z-scores, relative to population normative values, and a participant's z-scores will be the uniform measures of their performance across RCM tasks. THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS

    Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

  2. Test of Visual Attention Change in Top-down Control

    test of speed and accuracy of visual attention and impulsivity

    Time frame: baseline immediately before and post-assessment immediately after training regimen is completed

07

Results

Posted Feb 27, 2023

Participant flow

Participant flow — Overall Study
MilestoneLabyrinthVR TrackersPlacebo Controls
Started2525
Baseline t12421
Post training t22121
Completed2121
Not completed44

Outcome measures

PrimaryMDT Change in Mnemonic Discrimination

Mnemonic discrimination task testing recognition memory for common objects, as reported in scores on a scale of the Lure Discrimination Index ranging from 0.00 to 1.00 where higher values show better performance.

Time frame:
baseline immediately before and post-assessment immediately after training regimen is completed
Reported as:
Mean · LDI score on a scale
MDT Change in Mnemonic Discrimination
LDI score on a scaleLabyrinthVR TrackersPlacebo Controls
MDT Change in Mnemonic Discrimination0.09 ± 0.030.01 ± 0.03
Statistical analysis
  • LabyrinthVR Trackers vs Placebo Controls · ANOVA · p = = 0.016 (Mixed effects ANOVA applied family wise error for post-hoc tests according to a priori hypothesis) · Mean difference (net): 0.06 · 95% CI -0.06 to 0.06
PrimaryWALK Change in Recall

Encoding and test of recent autobiographical long-term memory, as reported in scores on a scale of Percentage of Items Recalled ranging from 0.00 to 1.00 where higher values show better performance.

Time frame:
baseline immediately before and post-assessment immediately after training regimen is completed
Reported as:
Mean · Items Recalled score on a scale
WALK Change in Recall
Items Recalled score on a scaleLabyrinthVR TrackersPlacebo Controls
WALK Change in Recall0.03 ± 0.020.00 ± 0.02
Statistical analysis
  • LabyrinthVR Trackers vs Placebo Controls · ANOVA · p = = 0.22 · Mean difference (final values): 0.03 · 95% CI -0.03 to 0.03effect of condition (F1,20 = 1.616, p = 0.22), effect of time (F1,20 = 0.613, p = 0.44)
PrimaryChanges in Volumetric-based Brain Morphometry Associated With Training-induced Changes in Mnemonic Discrimination

Structural MRI T1 data will be analyzed in terms of volumetric-based morphometry and compared between treatment arms and timepoints.

Time frame:
during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

No measurements were reported for this outcome.

PrimaryChanges in Task-based Cortical Functional Connectivity Associated With Training-induced Changes in Mnemonic Discrimination

functional MRI data will be analyzed in terms of beta-series correlations between co-active cortical regions of interest and compared between treatment arms and timepoints.

Time frame:
during collection of Outcome 1, baseline immediately before and post-assessment immediately after training regimen is completed

No measurements were reported for this outcome.

SecondaryRemote Cognitive Module (RCM)

A tablet application using a speech-to-text interface to administer neuropsychological tests comparable to CVLT-II verbal memory, verbal fluency, digit span and Trail Making Test-B. Raw scores from the tasks will be transformed to z-scores, relative to population normative values, and a participant's z-scores will be the uniform measures of their performance across RCM tasks. THESE DATA WERE NOT COLLECTED OR ANALYZED DUE TO FUNDING CONSTRAINTS

Time frame:
baseline immediately before and post-assessment immediately after training regimen is completed

No measurements were reported for this outcome.

SecondaryTest of Visual Attention Change in Top-down Control

test of speed and accuracy of visual attention and impulsivity

Time frame:
baseline immediately before and post-assessment immediately after training regimen is completed

No measurements were reported for this outcome.

Adverse events

Collected over Over the total study period of 18 months, individual participants were observed during an approximate six-week period from baseline through post-training assessments.. Non-serious events are listed at a 0% frequency threshold.

Adverse event summary by group
GroupDeathsSeriousOther
LabyrinthVR Trackers0/25 (0%)0/25 (0%)0/25 (0%)
Placebo Controls0/24 (0%)0/24 (0%)0/24 (0%)

Baseline characteristics

Age, Categorical
Age, Categorical(Participants)LabyrinthVR TrackersPlacebo ControlsTotal
<=18 years000
Between 18 and 65 years112
>=65 years232043
Age, Continuous
Age, Continuous(years)LabyrinthVR TrackersPlacebo ControlsTotal
Mean69.1 (64 to 81)68.3 (63 to 79)68.7 (63 to 81)
Sex: Female, Male
Sex: Female, Male(Participants)LabyrinthVR TrackersPlacebo ControlsTotal
Female101020
Male141125
Ethnicity (NIH/OMB)
Ethnicity (NIH/OMB)(Participants)LabyrinthVR TrackersPlacebo ControlsTotal
Hispanic or Latino213
Not Hispanic or Latino161228
Unknown or Not Reported6814
Region of Enrollment
Region of Enrollment(Participants)LabyrinthVR TrackersPlacebo ControlsTotal
United States242145
08

Study locations

1 site
  • UCSF Mission Bay
    San Francisco, California 94158, United States
09

References and documents

Publications

  • Wais PE, Arioli M, Anguera-Singla R, Gazzaley A. Virtual reality video game improves high-fidelity memory in older adults. Sci Rep. 2021 Jan 28;11(1):2552. doi: 10.1038/s41598-021-82109-3. PubMed 33510315 ↗

Study documents

  • Protocol and statistical analysis plan · Dec 8, 2022

Documents are hosted by the registry — open the source record to download them.

Individual participant data

Plan to share: No

10

Updates

Tracking since Sep 25, 2026
No changes since tracking began. The registry record was last updated on Feb 27, 2023, before this site started recording changes on Sep 25, 2026. Its history is on ClinicalTrials.gov ↗
11

Registry details

Key details

Study ID
NCT04253587
Lead sponsor
University of California, San Francisco
Responsible party
Sponsor
First posted
Feb 5, 2020
Start date
Oct 1, 2019
Primary completion
Dec 15, 2021
Completion
Dec 15, 2021
Results posted
Feb 27, 2023
Last update
Feb 27, 2023

Study contacts

Peter E Wais, PhD
principal investigator · Neuroscape, Department of Neurology

Oversight

Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
Yes
View the source record on ClinicalTrials.gov ↗

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