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Virtual Reality- Working Memory Retraining

Effects of Active Virtual Reality Working Memory Retraining on Heavy Drinking Veterans With Mild Traumatic Brain Injury

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03786276
Acronym
VR-WMR
Enrollment
30
Registered
2018-12-26
Start date
2019-02-01
Completion date
2020-03-31
Last updated
2020-05-04

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

Conditions

Alcohol Use Disorder, Mild Traumatic Brain Injury

Keywords

Alcohol Use Disorder, Traumatic Brain Injury, Working Memory Training, Virtual Reality, Physical Exercise

Brief summary

This study will establish the acceptability and feasibility of enrolling and retaining heavy drinking Veterans with mild traumatic brain injury (mTBI) in an 8-week, randomized cross-over design trial of active VR working memory retraining (WMR). This study will also seek to establish the efficacy of active VR-WMR to increase performance in executive function.

Detailed description

The investigators will employ a physically active VR working memory retraining (VR-WMR) regimen utilizing components of Blue Goji VR Active Gaming. The synthesis of physical activity and an enriched VR environment is expected to yield superior working memory training stemming from greater neurological activation. This enhanced working memory training task will result in greater motivation to engage and complete a training regimen, thus fostering greater improvements in executive function than traditional working memory training tasks; ultimately resulting in increased self-control over alcohol use and other high-risk behaviors.

Interventions

BEHAVIORALExercise-only

Participants will ride a stationary recumbent bicycle for up to 30 minutes during each training session.

BEHAVIORALVR-WMR-Only

Participants will spend up to 30 minutes in a VR-WMR environment during each training session.

BEHAVIORALActive VR-WMR

Participants will spend up to 30 minutes in a VR-WMR environment while riding a stationary, recumbent bicycle during each training session.

Sponsors

San Francisco VA Health Care System
CollaboratorFED
University of California, San Francisco
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
OTHER
Masking
NONE

Intervention model description

We will use an 8-week, randomized cross--over design trial of active VR-WMR.

Eligibility

Sex/Gender
ALL
Age
18 Years to 65 Years
Healthy volunteers
No

Inclusion criteria

* must report heavy drinking by NIH/NIAAA criteria (\>7 drinks/week for women; \>14 drinks/week for men) for at least one week in the last 90 days * must meet moderate to severe criteria for current (past year) alcohol use disorder (AUD) by DSM-5 * must express a desire to reduce, stop, or maintain cessation of alcohol use * must report a history of TBI as defined by American Congress of Rehabilitation Medicine (ACRM), in the chronic, stable phase of recovery (\>6 months from injury)

Exclusion criteria

* Unstable medical or psychiatric disorders judged to be unstable in the clinical judgment of the PI * Current or past history of intrinsic cerebral tumors, HIV infection, cerebrovascular accident, aneurysm, arteriovenous malformations, myocardial infarction, cerebrovascular or peripheral vascular disease, type-1 diabetes, any cardiac, hepatic or renal diseases/disorders, surgical implantation of neurostimulators or cardiac pacemakers, medically diagnosed chronic obstructive pulmonary disease, demyelinating and neurodegenerative diseases, history of seizure disorder, and/or any physical disability making it impossible to use exercise equipment * No female participant will be pregnant or attempting to conceive * Concurrent participation in an AUD, cognitive training, or exercise study * Must not require acute medical detoxification from alcohol (CIWA-AD \> 11) within the past week prior to study entry * Subjects who, in the opinion of the investigator, are otherwise unsuitable for a study of this type will be excluded

Design outcomes

Primary

MeasureTime frameDescription
System Usability Scale18 monthsA validated measure of technology usability will be administered at end of study to assess the usability of Active VR-WMR.The System Usability Scale (SUS) is a reliable 10 item questionnaire with five response options for respondents; from Strongly agree to Strongly disagree used to measure product usability. The participant's scores for each question are converted to a new number, added together and then multiplied by 2.5 to convert the original scores of 0-40 to 0-100. An SUS score above a 68 would be considered above average and anything below 68 is below average.
The Client Satisfaction Questionnaire18 monthsA validated measure of client satisfaction with an intervention will be administered at the end of study to evaluate satisfaction with Active VR-WMR. Items are scored on a Likert scale from 1 (low satisfaction) to 4 (high satisfaction) with different descriptors for each response point. Total scores range from 8 to 32, with higher scores indicating greater satisfaction. A standard mean rating of ≥ 24 will be considered acceptable.

Secondary

MeasureTime frameDescription
Working Memory18 monthsChange in working memory in each arm will be evaluated. Working Memory consists of well validated WAIS-IV Arithmetic and Digit Span Subscales. Working memory will be the average of the scaled scores (ss) of each subscale, with a mean (M) = 10 and a standard deviation (SD) = 3. The subtest ss range from 1 to 19.

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 12, 2026