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ACTIVE NOT RECRUITING
NCT07447882
NA

Unilateral M1 Anodal tDCS to Enhance Learning in a Gross Movement Videogame Task

Sponsor: Indiana University

View on ClinicalTrials.gov

Summary

Virtual reality as a gaming method is being used more regularly due to its immersive environments and total body playability. A few studies have used VR paired with brain stimulation as a clinical treatment for PTSD (van't Wout-Frank et al. 2024), as well as for regaining movement and cognitive abilities following stroke (Cheng et al. 2024; Lima et al. 2024). While a clinical use for VR and brain stimulation is the ultimate goal, there have still been no basic science investigations studying the efficacy of pairing the two. This investigation will be the first in exploring the connection between VR and brain stimulation as it relates to behavioral improvements (learning the game quicker) and eventually the investigators will begin to study the exact cortical changes that facilitate the accelerated learning. The game "Beat Saber" was chosen because it requires the subjects to move their arm in a large 3-Dimensional space and gives a performance metric after each trial to measure improvement

Key Details

Gender

All

Age Range

18 Years - 45 Years

Study Type

INTERVENTIONAL

Enrollment

52

Start Date

2025-04-23

Completion Date

2026-04-23

Last Updated

2026-03-30

Healthy Volunteers

Yes

Conditions

Interventions

DEVICE

tDCS

Soterix 1X1 tDCS stimulation device

Locations (1)

National Institute for Fitness and Sport

Indianapolis, Indiana, United States