Unilateral M1 Anodal tDCS to Enhance Learning in a Gross Movement Videogame Task
1 other identifier
interventional
52
1 country
1
Brief Summary
Virtual reality as a gaming method is being used more regularly due to its immersive environments and total body playability. A few studies have used VR paired with brain stimulation as a clinical treatment for PTSD (van't Wout-Frank et al. 2024), as well as for regaining movement and cognitive abilities following stroke (Cheng et al. 2024; Lima et al. 2024). While a clinical use for VR and brain stimulation is the ultimate goal, there have still been no basic science investigations studying the efficacy of pairing the two. This investigation will be the first in exploring the connection between VR and brain stimulation as it relates to behavioral improvements (learning the game quicker) and eventually the investigators will begin to study the exact cortical changes that facilitate the accelerated learning. The game "Beat Saber" was chosen because it requires the subjects to move their arm in a large 3-Dimensional space and gives a performance metric after each trial to measure improvement
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P25-P50 for not_applicable
Started Apr 2025
1 active site
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
April 23, 2025
CompletedFirst Submitted
Initial submission to the registry
February 26, 2026
CompletedFirst Posted
Study publicly available on registry
March 4, 2026
CompletedPrimary Completion
Last participant's last visit for primary outcome
April 23, 2026
CompletedStudy Completion
Last participant's last visit for all outcomes
April 23, 2026
CompletedMarch 30, 2026
March 1, 2026
1 year
February 26, 2026
March 25, 2026
Conditions
Outcome Measures
Primary Outcomes (2)
Total number of good hits
Beat Saber is a virtual reality (VR) rhythm game where players use motion controllers to slice, with virtual sabers, colored blocks that fly toward them in time with electronic music. The total number of good hits during the post-assessment game performance will be tallied and compared to the total number of good hits from the pre-assessment game performance.
Day 1
Total accuracy
Beat Saber is a virtual reality (VR) rhythm game where players use motion controllers to slice, with virtual sabers, colored blocks that fly toward them in time with electronic music. Total accuracy of the game performance during the post-assessment game will be tallied and compared to the total number of good hits from the pre-assessment game performance.
Day 1
Secondary Outcomes (2)
Total number of good hits
Day 2
Total accuracy
Day 2
Study Arms (2)
tDCS
EXPERIMENTALParticipants will receive 20 minutes of continuous brain stimulation to M1. Stimulation will begin with a 30 second ramp up to 1mA and will include a 30 second ramp down at the end of the 20 minute period.
SHAM
SHAM COMPARATORParticipants receive no continuous stimulation. The sham condition will be simulated by incorporating a 30 second ramp up to 1mA followed by an immediate shut-off.
Interventions
Eligibility Criteria
You may qualify if:
- · Healthy adults between the ages 18-45
- Answer 'no' to questions 2 through 18 on the tDCS checklist as these factors can increase likelihood of adverse events with tDCS (Appendix 1)
- No neurological damage, disease, or dysfunction (nerve damage, chronic pain disorders, diabetic neuropathy) that affect the upper limbs.
- No significant acute or chronic medical, neurologic, or illness in the patient that, in the judgment of the Principal Investigator, could compromise subject safety, limit the ability to complete the study, and/or compromise the objectives of the study
You may not qualify if:
- · 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 session 1 they will be asked to reschedule for a later date.
- Have played the game Beat Saber on a Virtual Reality Headset in the last 12 months.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
National Institute for Fitness and Sport
Indianapolis, Indiana, 46202, United States
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
zachary riley
Indiana University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Masking Details
- Sham stimulation with a ramp up of stimulation and then it is cut off so that the subject is unaware of the group
- Purpose
- BASIC SCIENCE
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Associate Professor Kinesiology
Study Record Dates
First Submitted
February 26, 2026
First Posted
March 4, 2026
Study Start
April 23, 2025
Primary Completion
April 23, 2026
Study Completion
April 23, 2026
Last Updated
March 30, 2026
Record last verified: 2026-03
Data Sharing
- IPD Sharing
- Will not share
As of now, there is no need to share