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Trials / Active Not Recruiting

Active Not RecruitingNCT03582579

Enhancing Brain Training With Virtual Reality

Status
Active Not Recruiting
Phase
N/A
Study type
Interventional
Enrollment
80 (estimated)
Sponsor
University of Rochester · Academic / Other
Sex
All
Age
18 Years – 75 Years
Healthy volunteers
Accepted

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.

Conditions

Interventions

TypeNameDescription
BEHAVIORALTraining in Virtual RealityAction Video Game Based Training in Virtual Reality
BEHAVIORALTraining on a computer screenAction Video Game Based Training on a computer screen

Timeline

Start date
2018-06-27
Primary completion
2025-09-01
Completion
2025-09-01
First posted
2018-07-11
Last updated
2024-07-05

Locations

1 site across 1 country: United States

Source: ClinicalTrials.gov record NCT03582579. Inclusion in this directory is not an endorsement.