NCT07242937

Brief Summary

This observational study examined how long-term cultural background is associated with differences in cognitive and motor learning within a virtual reality environment. Forty-three healthy university students participated in four days of standardized assessment procedures involving cognitive testing, fine-motor evaluation, and performance on a virtual reality (VR) task. Participants were classified into two pre-existing groups based on long-term cultural exposure: a Home group (lived mainly in their native country) and an Abroad group (lived abroad for at least ten years). All participants completed the same assessment procedures. The study observed natural variations in cognitive performance, motor coordination, and VR learning progression across sessions.

Trial Health

87
On Track

Trial Health Score

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

Enrollment
43

participants targeted

Target at P25-P50 for all trials

Timeline
Completed

Started Oct 2024

Shorter than P25 for all trials

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

October 14, 2024

Completed
4 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

February 17, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

February 17, 2025

Completed
9 months until next milestone

First Submitted

Initial submission to the registry

November 14, 2025

Completed
7 days until next milestone

First Posted

Study publicly available on registry

November 21, 2025

Completed
Last Updated

November 21, 2025

Status Verified

November 1, 2025

Enrollment Period

4 months

First QC Date

November 14, 2025

Last Update Submit

November 19, 2025

Conditions

Outcome Measures

Primary Outcomes (1)

  • Cognitive Performance Score (CogniFit CAB PRO)

    Computerized cognitive assessment measuring attention, memory, reasoning, and executive functions. Composite cognitive score is calculated using the Cognitive Assessment Battery-Professional \[CAB PRO\]) battery.

    Day 1 and Day 4

Secondary Outcomes (3)

  • Motor Dexterity (Purdue Pegboard Test)

    Day 1 and Day 4

  • VR Gameplay Accuracy (Beat Saber Cut Accuracy)

    Day 1 to Day 4

  • VR Gameplay Performance (Beat Saber Combo Length)

    Day 1 to Day 4

Study Arms (2)

Home Group

Participants who lived for at least ten years in their home country with no long-term intercultural exposure. All participants followed the same standardized assessment procedure, including cognitive testing, motor coordination testing, and virtual reality (VR) task performance. No interventions were assigned; the study compared natural learning differences between pre-existing cultural groups.

Behavioral: Virtual reality beat saber training and cognitive and motor assessment

Abroad group

Participants who lived abroad for at least ten years with long-term intercultural exposure. All participants completed the same standardized assessment procedure, identical to the Home group. No experimental intervention or assignment occurred.

Behavioral: Virtual reality beat saber training and cognitive and motor assessment

Interventions

All participants completed the same four-day assessment procedure consisting of cognitive evaluation (Cognitive Assessment Battery-Professional \[CAB PRO\]), fine-motor coordination testing (Purdue Pegboard Test), and performance on a virtual reality (VR) Beat Saber task using the Meta Quest 2 headset. These procedures were administered equally to all participants. No interventions were assigned; the study observed natural performance differences between pre-existing cultural groups.

Abroad groupHome Group

Eligibility Criteria

Age17 Years - 35 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64)
Sampling MethodNon-Probability Sample
Study Population

Healthy university students aged 17-35. Participants were divided into two cohorts based on long-term cultural exposure: Home group (lived in their home country for at least ten years) and Abroad group (lived abroad for at least ten years). All participants were fluent in English and completed four days of cognitive assessments and VR gameplay sessions.

You may qualify if:

  • Healthy university students aged 17-35
  • Lived at least ten years in either their home country (Home group) or abroad (Abroad group)
  • Fluent in English
  • Normal or corrected-to-normal vision
  • Able to use virtual reality headset and controllers
  • Provided informed consent

You may not qualify if:

  • History of neurological or psychiatric disorders
  • Severe visual or motor impairment
  • Use of medications affecting cognition
  • Any condition preventing safe participation in VR tasks

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Bahcesehir University- Faculty of Health Sciences

Istanbul, Turkey (Türkiye)

Location

Study Officials

  • Seda Gözener Canbülbül

    Bahçeşehir University

    STUDY DIRECTOR

Study Design

Study Type
observational
Observational Model
CASE CONTROL
Time Perspective
PROSPECTIVE
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Principal investigator

Study Record Dates

First Submitted

November 14, 2025

First Posted

November 21, 2025

Study Start

October 14, 2024

Primary Completion

February 17, 2025

Study Completion

February 17, 2025

Last Updated

November 21, 2025

Record last verified: 2025-11

Locations