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rTMS Induced Reduction in M1 Excitability

The Effects of rTMS Induced Reduction in M1 Excitability on Early-online Learning and Retention in Dexterous Video-game Task

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT07588113
Enrollment
32
Registered
2026-05-14
Start date
2026-04-23
Completion date
2027-04-23
Last updated
2026-06-01

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

Conditions

Cortical Excitability, Motor Skills, Primary Motor Cortex

Keywords

Learning, Transcranial Magnetic Stimulation, Repetitive

Brief summary

When learning a new skill, much of the improvement comes from small alterations the brain makes with each repetition during practice, but this isn't the only time that improvements are made during the learning process. Individuals also get better at the motor skills during the time between practices, through a process called "consolidation." It is known that an area of the brain called the primary motor cortex is involved in learning during active practice, but the investigators want to study if the primary motor cortex is important for consolidation. The investigators will examine how lowering the activity in this brain region affects your ability to consolidate learning to play a song on the videogame Guitar Hero.

Detailed description

Research employing rTMS-induced reductions in excitability showed that M1 had a large role in consolidation after practice, but was not responsible for the improvements that occur during practice. Though this study used a simple finger tapping task, additional studies have shown the role of M1 in task consolidation with ballistic movements and dynamic force-field learning tasks, while using rTMS to reduce cortical excitability. The main issue with previous studies is that they have been limited to a single digit, single joint, or non-transferrable laboratory tasks. This limits the application of these studies to real world scenarios, and shows the need for further research into this interaction. Therefore, we intend to examine the effect of an rTMS-induced reduction in M1 excitability, on the learning of a dynamic, two-handed video game task (Guitar Hero). This is important because it will help explain the role of M1 in learning complex, bimanual tasks. Our study will also directly address how M1 contributes to the fast and slow consolidation of dynamic, coordinated actions that more closely resemble real-world activities (video games). Ultimately, this knowledge is crucial to the development of targeted non-invasive brain stimulation protocols that could aid in the rehabilitation of patients with motor dysfunction, in which relearning complex coordinated motor tasks is a primary goal. Objective(s) 1. Primary Objective Our primary objective is to determine if short term inhibition of M1 with 1Hz rTMS (rTMS induced reductions in excitability) blocks the early online learning (fast and slow consolidation) that occurs when first playing a video game 2. Secondary Objective Our secondary objective is to compare the amount of rTMS-induced reductions in excitability, measured with single pulse TMS motor-evoked potential cortical excitability, with the amount of fast and slow consolidation observed in playing the video game.

Interventions

DEVICErTMS

in the arm/group descriptions

Sponsors

Indiana University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
BASIC_SCIENCE
Masking
SINGLE (Subject)

Masking description

The sham group will still receive the 'stimulation' but the stimulation wand will be positioned far enough away from the surface of the brain to not cause any changes in cortical activity.

Intervention model description

2 groups- a stimulation group and a sham group that will be recruited and tested in parallel with one another.

Eligibility

Sex/Gender
ALL
Age
18 Years to 45 Years
Healthy volunteers
Yes

Inclusion criteria

* Between ages 18 and 45 years old (to avoid any changes in the developing brain, or with aging). * Answer 'no' to questions 2 through 17 on the brain stimulation questionnaire as these factors can increase likelihood of adverse events with brain stimulation. * No neurological damage, disease, or dysfunction (nerve damage, chronic pain disorders, diabetic neuropathy, epilepsy) that affect the upper limbs and limit the ability to complete the study, and/or compromise the objectives of the study * No significant visual impairment that would prevent them from playing a video game.

Exclusion criteria

* Currently prescribed and taking stimulant medication (Adderall, Ritalin, Vyvanse, etc.) * Consumption of over-the-counter stimulants such as caffeine or nicotine (coffee, soda, supplements, energy drinks, tobacco products, or other nicotine containing products such as gum, vape pens, etc...) 12 hours prior to entering the lab on the day of testing as this can directly affect cortical excitability. If a subject takes any of these substances 12 hours prior to the study visit they will be asked to reschedule for a later date. * Have played a real stringed instrument in the last 12 months (e.g. guitar, bass, violin) * Have played the videogame "Guitar Hero" on a traditional guitar controller in the last 12 months.

Design outcomes

Primary

MeasureTime frameDescription
Gaming outcome3 sessions, sessions 1 & 2 on the first day and session 3 on the follow-up day (next day)Primary outcome measures will include comparing video game performance (number of correct notes played, overstrums) across the three testing sessions.

Secondary

MeasureTime frameDescription
Cortical Changes3 sessions, sessions 1 & 2 on the first day and session 3 on the follow-up day (next day)Secondary outcome measures will include correlating cortical excitability with the amount of learning observed in video game performance.

Countries

United States

Contacts

CONTACTZachary A Riley
zariley@iu.edu317-274-1487
PRINCIPAL_INVESTIGATORZachary Riley

Professor

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Jun 2, 2026