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Daydream: the effect of training on the brain; an ERP study

Daydream: the effect of training on the brain; an ERP study - Daydream

Status
Active, not recruiting
Phases
Unknown
Study type
Interventional
Source
NL-OMON
Registry ID
NL-OMON45309
Enrollment
20
Registered
2017-01-11
Start date
2017-03-31
Completion date
Unknown
Last updated
2024-04-15

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

Conditions

psychosis

Interventions

Playing the two conditions of the Daydream game for 20 minutes (10 minutes per condition) per session, on 5 days within a period of 2 weeks. The participant is seated behind a computer, wearing an E

Sponsors

Universitair Medisch Centrum Utrecht
Lead Sponsor

Eligibility

Age
18 Years to 99 Years

Inclusion criteria

Inclusion criteria: - Good Physical and Mental Health meeting criteria "never mentally ill". - Age between 18 and 45 years. - Male. - Written informed consent of the subject.

Exclusion criteria

Exclusion criteria: - Current use of any medication; - Any subject who has received any investigational medication within 30 days prior to the start of this study; - History of neurologic illness; - History of psychiatric illness in first-degree relatives, evaluated with DSM-IV criteria; - History of alcohol and drug abuse; - Participants who are unable to understand the study outline and/or provide written informed consent; - Participants who fail to attend less than four out of the five sessions (because this disrupts the training). - Use of stimulants (e.g. caffeine, nicotine, drugs) 1 hour prior to the training session

Design outcomes

Primary

MeasureTime frame
The correlation between the levels within the two different conditions of the game with the ratio of intended brainwave frequencies (derived from the EEG assessments) that is said to be induced by these conditions.

Secondary

MeasureTime frame
1. The correlation between the ratio of intended brainwave activity for each condition and the level that is reached by an individual subject in that particular condition. 2. The correlation between number of sessions and the ratio of intended brainwave frequencies of the two different conditions of the game. 3. Difference between baseline and follow-up session on cognitive testing.

Countries

Netherlands

Outcome results

None listed

Source: NL-OMON (via WHO ICTRP)