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Brain Training for Substance Use Disorders
Sponsor: Neurotype Inc.
Summary
Participants play games designed to train visual attention towards natural, non-drug-related scenarios. A biofeedback loop between gameplay and an electroencephalogram (EEG) system monitors game performance and guides game difficulty.
Key Details
Gender
All
Age Range
18 Years - 65 Years
Study Type
INTERVENTIONAL
Enrollment
40
Start Date
2025-01-17
Completion Date
2025-08-31
Last Updated
2025-03-11
Healthy Volunteers
Yes
Conditions
Interventions
Bias Modification Biofeedback
The device uses EEG-based bias modification biofeedback intended to reduce attention to drug-related cues and increase attention to non-drug pleasant scenes. Specifically, the device measures perceptual biases from Event-Related Potential biomarkers related to Substance Use Disorders.
Locations (1)
University of Minnesota - Department of Psychiatry & Behavioral Health
Minneapolis, Minnesota, United States