Using an Online Video Game to Predict Functional and Cognitive Decline within the MindCrowd Electronic Cohort

使用在线视频游戏来预测 MindCrowd 电子队列中的功能和认知衰退

基本信息

  • 批准号:
    10526393
  • 负责人:
  • 金额:
    $ 7.18万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
  • 财政年份:
    2022
  • 资助国家:
    美国
  • 起止时间:
    2022-01-01 至 2024-12-31
  • 项目状态:
    已结题

项目摘要

ABSTRACT Despite the best scientific efforts, no new treatment for Alzheimer’s Disease (AD) has been approved by the FDA since 2003. However, this may not be due to the treatment under investigation but rather clinical heterogeneity within the study sample, as a subset of participants may not have AD or experience little to no decline in AD symptoms. Thus, to improve the likelihood of success, AD clinical trials must homogenize or enrich their study sample with individuals who will experience more rapid decline and are biologically- confirmed with AD. One enrichment solution is related to the degree of performance change a person experiences due to repeated exposure of a screening assessment, known as a practice effect. Practice effects can be used to inform prognosis, diagnosis and treatment response in AD. We have recently designed an online video game, called SuperG, that uses finger coordination to assess individual practice effects without supervision in less than 7 minutes. We intend to deploy our online video game into MindCrowd, an electronic cohort of >100,000 participants worldwide designed with the infrastructure for remote, large-scale, and widely- distributed research to discover and study early biomarkers of AD. The long-term goal of this project is to merge the PI’s experience in learning and video game development with his interest in AD-focused research to enhance his career in creating next-generation, ‘crowd-sourced’ screening procedures to enrich the AD clinical trial enterprise. The overall objective of this application is to utilize the MindCrowd electronic cohort to determine how learning capacity, assayed with SuperG, relates to changes in cognition and daily function over time, while providing valuable mentorship for the PI in motor-cognitive interactions, electronic cohorts and practice effects in the context of aging. Based on extensive published and pilot work from the mentorship team, the central hypothesis is that practice effects on SuperG will predict one-year changes in cognition and daily function among MindCrowd older adults. Since SuperG game play is easily collected online, the rationale for this proposed research in a distributed electronic cohort offers an affordable and efficient means to enrich clinical trials in AD. There are two independent aims within this proposal. First, we will determine the extent that SuperG practice effects predict one-year cognitive change in older adults. Second, we will determine the extent that SuperG practice effects predict one-year functional change in older adults. If successful, this project will provide cognitive aging research with a novel online screening tool that has the potential to enrich future Alzheimer’s Disease and Related Dementia clinical trials. This project also incorporates the PI’s career goals and training activities concerning: motor-cognitive interactions, electronic cohorts, and practice effects, together providing for independence in the establishment of a “virtual” lab with modern capabilities. Further, the ‘socially-distanced’ nature of this project is particularly relevant in the context of COVID-19 and will allow for the safe inclusion of participants remotely.
抽象的 尽管采取了最好的科学努力,但尚未对阿尔茨海默氏病(AD)进行新的治疗。 FDA自2003年以来。但是,这可能不是由于正在调查的治疗而造成的,而是临床 研究样本中的异质性,因为参与者的一部分可能没有广告或几乎没有经历 AD症状的下降。为了提高成功的可能性,AD临床试验必须均匀化或 用他们的研究样本来丰富他们的研究样本,他们将经历更快下降并且在生物学上的迅速下降 - 用AD确认。一种富集解决方案与一个人的绩效程度有关 由于反复接触筛查评估而引起的经验,称为实践效果。练习效果 可用于通知AD中的预后,诊断和治疗反应。我们最近设计了 在线视频游戏(称为Superg),它使用手指协调来评估个人练习效果而无需 在不到7分钟的时间内进行监督。我们打算将我们的在线视频游戏部署到MindCrowd,这是一种电子 全球范围内设计的> 100,000名参与者的同类,该基础架构用于远程,大规模且广泛的参与者 分布研究以发现和研究AD的早期生物标志物。该项目的长期目标是 将Pi在学习和视频游戏开发方面的经验与他对专注研究的兴趣合并到 增强他在创建下一代“众筹”筛选程序以丰富广告临床的职业 审判企业。该应用的总体目的是利用Mindowd Electronic Cohort 确定按SUPER分配的学习能力与认知和日常功能的变化有关 时间,同时为PI提供了有价值的Mentalship,在运动认知相互作用,电子队列和 在衰老的背景下实践效果。根据Mentalship团队的广泛发表和试点工作, 中心假设是实践对SUPER的影响将预测认知和每日的一年变化 Mind Crowd老年人的功能。由于超级游戏很容易在网上收集,因此 这项在分布式电子队列中提出的研究提供了一种负担得起,有效的方法来丰富 AD的临床试验。该提案中有两个独立的目标。首先,我们将确定程度 这种超级实践的影响预测了老年人的一年认知变化。第二,我们会的 确定超级实践效应预测老年人一年功能变化的程度。如果 成功,该项目将使用具有新颖的在线筛查工具提供认知衰老研究,该工具具有 丰富未来阿尔茨海默氏病和相关痴呆症临床试验的潜力。这个项目也是如此 结合了PI的职业目标和培训活动:运动认知互动,电子 队列和实践效应,共同为建立“虚拟”实验室的独立性提供了 现代能力。此外,该项目的“社会隔离”性质在上下文中特别相关 Covid-19,将允许远程将参与者安全地包括在内。

项目成果

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Andrew Hooyman其他文献

Andrew Hooyman的其他文献

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{{ truncateString('Andrew Hooyman', 18)}}的其他基金

Using an Online Video Game to Predict Functional and Cognitive Decline within the MindCrowd Electronic Cohort
使用在线视频游戏来预测 MindCrowd 电子队列中的功能和认知衰退
  • 批准号:
    10314477
  • 财政年份:
    2022
  • 资助金额:
    $ 7.18万
  • 项目类别:

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