Unilateral M1 Anodal tDCS to Enhance Learning in a Gross Movement Videogame Task
NCT07447882 · Status: ACTIVE_NOT_RECRUITING · Phase: NA · Type: INTERVENTIONAL · Enrollment: 52
Last updated 2026-03-30
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
Conditions
- Motor Activity
Interventions
- DEVICE
-
tDCS
Soterix 1X1 tDCS stimulation device
Sponsors & Collaborators
-
Indiana University
lead OTHER
Principal Investigators
-
zachary riley · Indiana University
Study Design
- Allocation
- RANDOMIZED
- Purpose
- BASIC_SCIENCE
- Masking
- SINGLE
- Model
- PARALLEL
Eligibility
- Min Age
- 18 Years
- Max Age
- 45 Years
- Sex
- ALL
- Healthy Volunteers
- Yes
Timeline & Regulatory
- Start
- 2025-04-23
- Primary Completion
- 2026-04-23
- Completion
- 2026-04-23
- FDA Device
- Yes
Countries
- United States
Study Locations
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