NCT07183839

Brief Summary

This study measures how many words people can recall. Some words are studied/heard/learned while in immersive Virtual Reality, and some are studied/heard/learned while in a plausible control distraction.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
20

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started May 2024

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

May 31, 2024

Completed
9 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

February 11, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

February 11, 2025

Completed
7 months until next milestone

First Submitted

Initial submission to the registry

September 10, 2025

Completed
9 days until next milestone

First Posted

Study publicly available on registry

September 19, 2025

Completed
Last Updated

September 24, 2025

Status Verified

September 1, 2025

Enrollment Period

9 months

First QC Date

September 10, 2025

Last Update Submit

September 19, 2025

Conditions

Keywords

immersive virtual reality distraction,memorysee through VR

Outcome Measures

Primary Outcomes (2)

  • Word Recall accuracy

    Number of study words recalled during an immediate recall task

    begin 15 seconds after the last word

  • Subjective ratings of Distraction

    Participants rated how distracted they were in each treatment condition

    Measured immediately after the free recall of each word list.

Secondary Outcomes (1)

  • During Phase 2, VR pain reduction was measured

    subjective pain ratings measured immediately after each brief thermal stimulus

Study Arms (2)

High Tech virtual reality

EXPERIMENTAL

Participants used their cyberhands to interact with virtual objects while in immersive virtual reality, while they listen to and memorize a list of 15 study words rea to them from the real world.

Behavioral: Immersive Virtual Reality

Low Tech VR

SHAM COMPARATOR

Participants wore an Apple Vision Pro VR goggles that allowed them to see the real world in their VR goggles, via video streaming from cameras mounted on the VR helmet, while memorizing a list of words they heard from the real world.

Behavioral: Plausible control condition

Interventions

While wearing an immersive VR helmet, participants grabbed virtual objects andd put them into a bowl of virtual water, while memorizing a list of words from the real world.

High Tech virtual reality

Participant passively viewed the laboratory room they saw while wearing Apple Vision Pro goggles, while memorizing a list of words read to them from the real world.

Low Tech VR

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)

You may qualify if:

  • Currently enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
  • Able to read, write and comprehend English
  • Able to complete study measures
  • Willing to follow our UW approved instructions
  • years of age or older

You may not qualify if:

  • People who have already previously participated in this same study (e.g., last quarter) are not eligible to participate again.
  • Not enrolled in a course at the University of Washington Psychology Dept., not participating in the UW Psychology subject pool
  • Not be able to read, write and comprehend English
  • Younger than 18 years of age.
  • Not capable of completing measures
  • Not capable of indicating pain intensity,
  • Not capable of filling out study measures,
  • Extreme susceptibility to motion sickness,
  • Seizure history,
  • Unusual sensitivity or lack of sensitivity to pain,
  • Sensitive skin,
  • Sensitive feet
  • Migraines
  • Diabetes

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of Washington

Seattle, Washington, 98195, United States

Location

Related Publications (1)

  • Hoffman HG, Fontenot MR, Garcia-Palacios A, Greenleaf WJ, Alhalabi W, Curatolo M, Flor H. Adding tactile feedback increases avatar ownership and makes virtual reality more effective at reducing pain in a randomized crossover study. Sci Rep. 2023 May 22;13(1):7915. doi: 10.1038/s41598-023-31038-4.

    PMID: 37217536BACKGROUND

Study Officials

  • Hunter Hoffman, PhD

    University of Washington

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Masking Details
The use of a plausible control condition helped mask the participants.
Purpose
BASIC SCIENCE
Intervention Model
CROSSOVER
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Research Scientist at the UW Dept of Mechanical Engineering

Study Record Dates

First Submitted

September 10, 2025

First Posted

September 19, 2025

Study Start

May 31, 2024

Primary Completion

February 11, 2025

Study Completion

February 11, 2025

Last Updated

September 24, 2025

Record last verified: 2025-09

Data Sharing

IPD Sharing
Will share

De-identified summarized aggregated data will be available upon reasonable request.

Time Frame
De-identified summarized aggregated data will be available upon publication in a peer reviewed journal until 2030
Access Criteria
summarized aggregate data will be made available upon reasonable request by e-mailing the primary contact.

Locations