Healthy VolunteersNCT06552754
Cybersickness Prevention and Mitigation in Virtual Reality for Healthy Volunteers
A study testing Motion Reset in people with Healthy Volunteers and Virtual Reality, run by National Human Genome Research Institute (NHGRI) at 2 sites in United States.
Trial summary
Background: People use virtual reality (VR) technology to play games, socialize, work, or receive medical care. Some people have "cybersickness" after using VR. Cybersickness is similar to motion sickness. Symptoms include eye strain, nausea, dizziness, or headache. Read more about this study
- Who is it for?
- Ages 18 to 60 years
- Conditions the study is for
- Healthy Volunteers, Virtual Reality
- What is being tested?
- Motion Reset
- Type of treatment
- Lifestyle or therapy programme
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 150 participants
- Where
- 2 sitesUnited States
- Study dates
- 26 Sep 2025to 1 Feb 2030
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 60 years
- All sexes
- No healthy volunteers
- Adult
Who may be able to join
- In order to be eligible to participate in this study, an individual must meet all of the following criteria:
- Provision of signed and dated informed consent form
- Stated willingness to comply with all study procedures and availability for the duration of the study
- Aged 18-60
- Ability to read, speak, and write in English
- Normal or corrected-to-normal hearing
- Normal vision or corrected-to-normal without use of glasses. Contact lenses for corrective purposes are acceptable.
- Ability to read, speak and write in English is a requirement because the VR-based study materials and assessment are only available in English and several of the key questionnaires for the study are not validated in other languages.
Who cannot join
- An individual who meets any of the following criteria will be excluded from participation in this study:
- Reporting motion sickness propensity of 0, 9 or 10 on a 0-10 scale where 0 =never experience motion sickness and 10 = experience motion sickness very frequently (self-assessed by participants).
- Reporting a history of photo-sensitive seizure disorders, vestibular disorders and/or other conditions that may make participants prone to nausea, dizziness, vertigo, ataxia, or incoordination.
- Known pregnancy
- Reporting current use of medication or supplements that inhibit nausea, e.g., Zofran/ondansetron, Phenergan/promethazine
Trial locations and contacts
2 sites in 1 country. Contact the study team or a site near you to ask about taking part.
United States2 sites, 2 recruiting
- Recruiting
Iowa State University
Ames, Iowa, 50011
- Recruiting
National Institutes of Health Clinical Center
Bethesda, Maryland, 20892
NIH Clinical Center Office of Patient Recruitment (OPR), 800-411-1222 ext. TTY dial 711, ccopr@nih.gov
About this study
Background:
People use virtual reality (VR) technology to play games, socialize, work, or receive medical care. Some people have "cybersickness" after using VR. Cybersickness is similar to motion sickness. Symptoms include eye strain, nausea, dizziness, or headache. The symptoms are usually mild and go away after the person stops using VR. New software called Motion Reset is being designed to reduce symptoms of cybersickness during VR use.
Read more
Objective:
To see if Motion Reset software can reduce cybersickness in people using VR.
Eligibility:
Healthy adults aged 18 to 60 years.
Design:
Participants will have 1 clinic visit that will last about 1 hour. They will answer questions about how they are feeling. They will learn how to use the VR headset and the handheld game controllers.
The study will be broken into 2 parts. For the first part, participants will be assigned to 1 of 3 groups:
Group 1 will participate in a VR experience designed to prevent cybersickness. They will view screens and move around while they press buttons on a controller.
Group 2 will participate in a VR experience that is not designed to prevent cybersickness. They will view screens and move around while they press buttons on a controller.
Group 3 will have no VR experience.
Participants will complete 2 questionnaires about their experiences in the first part of the study.
For the second part, all participants will spend up to 20 minutes playing a commercial VR game called Jurassic World Aftermath. Every few minutes, they will be asked if they are experiencing discomfort.
After playing the game, participants will complete 12 questionnaires about their experience....
Read the detailed description
Study Description:
This study involves investigation of a virtual reality (VR) experience intended to prevent cybersickness (similar to motion sickness and eye strain) from use of virtual reality equipment. Participants will be randomly assigned to one of three arms: active intervention, placebo (a similar VR experience that does not engage sensory systems purported to underlie efficacy), or a notreatment control. Following the intervention, participants will play a VRbased game used in previous research to slowly induce moderate levels of cybersickness in some individuals. During play, we will assess self-reported feelings of discomfort. Participants will be allowed to stop playing at any time or will be asked to stop playing if discomfort reaches a certain threshold. Self-report data will be collected prior to and following the intervention.
Objectives:
Primary Objective: Evaluate efficacy of an approach for prevention of cybersickness symptoms when using virtual reality.
Secondary Objectives: Investigate individual difference factors associated with efficacy; assess mechanisms involved in treatment efficacy
Endpoints:
Primary Endpoint: Self-reported cybersickness symptoms on the Simulator Sickness Questionnaire
Secondary Endpoints: Self-reported cybersickness and duration of stimulus game play. Investigate individual difference factors associated with efficacy; assess mechanisms involved in treatment efficacy
- Conditions
- Healthy Volunteers, Virtual Reality
- Being tested
- Motion Reset, Placebo
- Keywords
- Healthy Volunteers, Virtual Reality, cybersickness
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
Motion ResetBehavioural
virtual reality-based experiential, sensory intervention
PlaceboBehavioural
virtual reality-based experiential, sensory experience without intervention
| Study group | Role | What they receive |
|---|---|---|
| Intervention: Motion Reset | Experimental | Participate in virtual reality activities Receives: Behavioral: Motion Reset |
| No intervention | No intervention | Not described |
| Placebo experience | Placebo comparator | Participate in virtual reality activities Receives: Behavioral: Placebo |
What is being measured
The primary outcome is the main question the study is designed to answer.
self-reported cybersickness
Assessed on numerical scale
Measured: during and after VR use
Secondary outcomes (1)
discontinuation of VR use
decision to discontinue VR during active session
Measured: during VR use
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted14 Aug 2024
- Study start26 Sep 2025
- Primary completion1 Feb 2030 (estimated)
- Study completion1 Feb 2030 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Healthy VolunteersStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 150 participants (estimated)
Sponsor and investigators
- Lead sponsor
- National Human Genome Research Institute (NHGRI)
- Sponsor type
- US National Institutes of Health
- Responsible party
- Sponsor
- Investigators
- Susan J Persky, Ph.D., Principal investigator, National Human Genome Research Institute (NHGRI)
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT06552754
- Sponsor's protocol ID
- 10001975
- Other IDs
- 001975-HG
- Status last verified
- 8 Sep 2026
- First submitted
- 9 Aug 2024
- Last updated
- 10 Sep 2026
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 10 Sep 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Cybersickness Prevention and Mitigation in Virtual Reality for Healthy Volunteers
- ClinicalTrials.gov ID
- NCT06552754
- Acronym / sponsor ID
- 10001975
- Conditions
- Healthy Volunteers, Virtual Reality
- Keywords
- Healthy Volunteers, Virtual Reality, cybersickness
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 150 participants (estimated)
- Lead sponsor
- National Human Genome Research Institute (NHGRI)US National Institutes of Health
- Study start
- 26 Sep 2025 (actual)
- Primary completion
- 1 Feb 2030 (estimated)
- Study completion
- 1 Feb 2030 (estimated)
- First posted
- 14 Aug 2024 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
Background:
People use virtual reality (VR) technology to play games, socialize, work, or receive medical care. Some people have "cybersickness" after using VR. Cybersickness is similar to motion sickness. Symptoms include eye strain, nausea, dizziness, or headache. The symptoms are usually mild and go away after the person stops using VR. New software called Motion Reset is being designed to reduce symptoms of cybersickness during VR use.
Objective:
To see if Motion Reset software can reduce cybersickness in people using VR.
Eligibility:
Healthy adults aged 18 to 60 years.
Design:
Participants will have 1 clinic visit that will last about 1 hour. They will answer questions about how they are feeling. They will learn how to use the VR headset and the handheld game controllers.
The study will be broken into 2 parts. For the first part, participants will be assigned to 1 of 3 groups:
Group 1 will participate in a VR experience designed to prevent cybersickness. They will view screens and move around while they press buttons on a controller.
Group 2 will participate in a VR experience that is not designed to prevent cybersickness. They will view screens and move around while they press buttons on a controller.
Group 3 will have no VR experience.
Participants will complete 2 questionnaires about their experiences in the first part of the study.
For the second part, all participants will spend up to 20 minutes playing a commercial VR game called Jurassic World Aftermath. Every few minutes, they will be asked if they are experiencing discomfort.
After playing the game, participants will complete 12 questionnaires about their experience....
Detailed description
Study Description:
This study involves investigation of a virtual reality (VR) experience intended to prevent cybersickness (similar to motion sickness and eye strain) from use of virtual reality equipment. Participants will be randomly assigned to one of three arms: active intervention, placebo (a similar VR experience that does not engage sensory systems purported to underlie efficacy), or a notreatment control. Following the intervention, participants will play a VRbased game used in previous research to slowly induce moderate levels of cybersickness in some individuals. During play, we will assess self-reported feelings of discomfort. Participants will be allowed to stop playing at any time or will be asked to stop playing if discomfort reaches a certain threshold. Self-report data will be collected prior to and following the intervention.
Objectives:
Primary Objective: Evaluate efficacy of an approach for prevention of cybersickness symptoms when using virtual reality.
Secondary Objectives: Investigate individual difference factors associated with efficacy; assess mechanisms involved in treatment efficacy
Endpoints:
Primary Endpoint: Self-reported cybersickness symptoms on the Simulator Sickness Questionnaire
Secondary Endpoints: Self-reported cybersickness and duration of stimulus game play. Investigate individual difference factors associated with efficacy; assess mechanisms involved in treatment efficacy
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 3
| Arm | Type | Receives |
|---|---|---|
| Intervention: Motion Reset | Experimental | Behavioral: Motion ResetParticipate in virtual reality activities |
| No intervention | No intervention | – |
| Placebo experience | Placebo comparator | Behavioral: PlaceboParticipate in virtual reality activities |
Who may qualify
- Ages
- 18 to 60 years
- Sex
- All
- Healthy volunteers
- Not accepted
- Age groups
- Adult
Key inclusion criteria (8 listed)
- In order to be eligible to participate in this study, an individual must meet all of the following criteria:
- Provision of signed and dated informed consent form
- Stated willingness to comply with all study procedures and availability for the duration of the study
- Aged 18-60
- Ability to read, speak, and write in English
Key exclusion criteria (5 listed)
- An individual who meets any of the following criteria will be excluded from participation in this study:
- Reporting motion sickness propensity of 0, 9 or 10 on a 0-10 scale where 0 =never experience motion sickness and 10 = experience motion sickness very frequently (self-assessed by participants).
- Reporting a history of photo-sensitive seizure disorders, vestibular disorders and/or other conditions that may make participants prone to nausea, dizziness, vertigo, ataxia, or incoordination.
- Known pregnancy
- Reporting current use of medication or supplements that inhibit nausea, e.g., Zofran/ondansetron, Phenergan/promethazine
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Motion Resetvirtual reality-based experiential, sensory intervention | Behavioural | Intervention: Motion Reset |
| Placebovirtual reality-based experiential, sensory experience without intervention | Behavioural | Placebo experience |
Primary outcome
self-reported cybersickness
Time frame: during and after VR use
Assessed on numerical scale
1 secondary outcome
discontinuation of VR use
Time frame: during VR use
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 10 Sep 2026.
- NIH Clinical Center Detailed Web PageLink provided by the sponsor.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
Susan J Persky, Ph.D. principal investigator
National Human Genome Research Institute (NHGRI)
2 sites in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Motion Reset in people with Healthy Volunteers and Virtual Reality, run by National Human Genome Research Institute (NHGRI) at 2 sites in United States.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 8 inclusion and 5 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: looking for participants now, as of the sponsor's last update on 10 Sep 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 2 sites in United States. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Susan J Persky, Ph.D. ((301) 451-1268, NihVRStudy@nih.gov), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
self-reported cybersickness (time frame: during and after VR use). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 10 Sep 2026.