Skip to content

Enhancing Brain Training With Virtual Reality

Enhancing Brain Training With Virtual Reality

Status
Active, not recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03582579
Enrollment
80
Registered
2018-07-11
Start date
2018-06-27
Completion date
2025-09-30
Last updated
2024-07-05

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Mild Traumatic Brain Injury

Brief summary

The purpose of this study is to evaluate the effectiveness of brain training in a Virtual Reality set up in neurotypical populations as well as in the traumatic brain injury population.

Detailed description

Brain training is a large and a growing field, both scientifically and commercially. Emerging evidence demonstrates that training can promote beneficial brain plasticity in both healthy individuals and clinical populations. Much of the recent interest in brain training can be traced back to the seminal work done at the University of Rochester, where Daphne Bavelier and colleagues showed that training with action video games (AVG) can lead to a wide range of cognitive and perceptual improvements. In our recent work, we developed a novel training paradigm that isolates and concentrates the key aspects of AVG-training while eliminating complex and often violent gameplay associated with AVGs. The results revealed similarly broad effects of training as with conventional AVGs. In this study, we aim to move this training paradigm to virtual reality (VR) and extend its application to cognitive aging and mild traumatic brain injury (TBI) populations.

Interventions

BEHAVIORALTraining in Virtual Reality

Action Video Game Based Training in Virtual Reality

BEHAVIORALTraining on a computer screen

Action Video Game Based Training on a computer screen

Sponsors

NeuroTrainer
CollaboratorINDUSTRY
University of Rochester
Lead SponsorOTHER

Study design

Allocation
NON_RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 75 Years
Healthy volunteers
Yes

Inclusion criteria

A person is eligible for inclusion in the study if he/she: * Is an adult over the age of 18. * Has the capacity to give consent. * Has normal or corrected to normal vision. * Has adequate hearing. * Is a non-action video game player. * Is a non-VR game player. All subjects will be assigned to one of four groups: a Control Group training in VR, a Control Groups training on a 2D display, an Older Adult Group without dementia training in VR, and a College Athletes with mild TBI Group training in VR. Specific Inclusion Criteria for both Control Groups. The subject must: * Be between the ages of 18 and 35. * Have no neurologic or vascular disorders/injuries. Specific Inclusion Criteria for the College Athletes with TBI Group. The subject must: * Be between the ages of 18 and 35. * Be diagnosed with mild TBI (i.e., concussion) within the last two weeks. Specific Inclusion Criteria for the Older Adult Group. The subject must: * Be over the age of 65. * Have no neurologic or vascular disorders/injuries.

Exclusion criteria

A person will be excluded from the study if he/she: • Is under the age of 18.

Design outcomes

Primary

MeasureTime frameDescription
Visual Crowding (a measure of spacial resolution of attention)6 weeksThis is a visual task which will be done an a computer twice. Once prior to the start of training and then again following training. The results (including the number of trials correct as well as the time it took for the subject to respond) will be analyzed and compared across groups.
Attentional Blink (a measure of temporal resolution of attention)6 weeksThis is a visual task which will be done an a computer twice. Once prior to the start of training and then again following training. The results (including the number of trials correct as well as the time it took for the subject to respond) will be analyzed and compared across groups.
Useful Field of View (a measure of spacial awareness)6 weeksThis is a visual task which will be done an a computer twice. Once prior to the start of training and then again following training. The results (including the number of trials correct as well as the time it took for the subject to respond) will be analyzed and compared across groups.

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026