Motor ActivityNCT07447882
Unilateral M1 Anodal tDCS to Enhance Learning in a Gross Movement Videogame Task
A study testing tDCS in people with Motor Activity, run by Indiana University at 1 site in United States.
Trial 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. Read more about this study
- Who is it for?
- Ages 18 to 45 yearsHealthy volunteers can take part
- Conditions the study is for
- Motor Activity
- What is being tested?
- tDCS
- Type of treatment
- Medical device
- Could I receive a placebo?
- Yes, some participants may receive a placebo
- How many people
- 52 participants
- Where
- 1 siteUnited States
- Study dates
- 23 Apr 2025to Aug 2026
- 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 45 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- · 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
Who cannot join
- · 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.
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
United States1 site, 1 recruiting
- Recruiting
National Institute for Fitness and Sport
Indianapolis, Indiana, 46202
Zachary Riley, zariley@iu.edu
About this study
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
Read the detailed description
The study will utilize a between-subjects, SHAM controlled design. Subjects will be randomly selected to receive either SHAM (n=26) or a-tDCS (n=26) stimulation and will be blinded to their condition throughout testing.
Subjects will complete a total of two testing sessions (two study visits or days), separated by ~24 hours. Both sessions will have the subject play the videogame "Beat Saber", with a single song done for several trials as pre- and post-assessments. The first session will contain a 20-minute practice/stimulation block where subjects practice playing a song on Beat Saber while receiving either "active" or "inactive" stimulation of the motor cortex. The first session will last approximately 75 to 90 minutes whereas the second session will last approximately 15 to 20 minutes.
After providing informed consent, the subject will be given basic instructions by the researchers on how to use the VR headset and controller. Subjects will then be allowed to play the test song one time on the video game as a familiarization trial. The test song is approximately 4 minutes in length. Upon completing the familiarization trial, the subjects will then perform 2 more test song trials with 3-minute rest between each to minimize fatigue. The performance of these two trials will be averaged and that will serve as the pre-assessment measure.
After the pre-assessment, the skull will be measured and researchers will follow standard procedures for determining the correct stimulation spot for the index finger muscle, the first dorsal interosseus (FDI), which is a common muscle used in tDCS due to the large cortical representation. Following that, electrodes will be placed for stimulation and the 20 minute practice period will begin.
The practice phase will consist of performing 3 practice test song trials while concurrently receiving a-tDCS or SHAM. A Soterix 1x1 tDCS unit will be used to deliver anodal current through M1, of the opposite hemisphere to the VR controller hand, with a 30-second ramp up to 1 mA followed by 20 minutes of continuous stimulation in the a-tDCS condition. The SHAM condition will simulate stimulation by administering a 30 second ramp up to 1 mA followed by an immediate shut off. When the 20-minute practice session concludes, the tDCS electrodes will be removed and the subject will repeat the same procedures (2 trials) as the pre-assessment, and this will be considered the post-assessment.
In a second session, the subject will visit the lab for a brief follow-iup by completing 2 song trials, the exact same as the pre- and post-assessment.
- Conditions
- Motor Activity
- Being tested
- tDCS
- Medical subject headings
- Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
tDCSDevice
Soterix 1X1 tDCS stimulation device
| Study group | Role | What they receive |
|---|---|---|
| tDCS | Experimental | Participants 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. Receives: Device: tDCS |
| SHAM | Sham comparator | Participants 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. Receives: Device: tDCS |
What is being measured
The primary outcome is the main question the study is designed to answer.
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.
Measured: 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.
Measured: Day 1
Secondary 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.
Measured: Day 2
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.
Measured: Day 2
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted4 Mar 2026
- Study start23 Apr 2025
- Primary completionAug 2026 (estimated)
- Study completionAug 2026 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Motor ActivityStudies of the same condition, open and under way.
- More trials run by Indiana UniversityThe sponsor's other registered studies.
- 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
- Basic science
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Model description
- Two groups- interventional (brain stimulation) and sham (no stimulation)
- Masking
- Single blind
- Who is masked
- Participant
- Enrolment
- 52 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Indiana University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Zachary Riley, Indiana University
- Investigators
- zachary riley, Principal investigator, Indiana University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07447882
- Sponsor's protocol ID
- 26132
- Status last verified
- May 2026
- First submitted
- 26 Feb 2026
- Last updated
- 1 Jun 2026
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- Yes
- Individual data sharing
- No: As of now, there is no need to share
Study at a glance
From the registry record, last updated by the sponsor on 1 Jun 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Unilateral M1 Anodal tDCS to Enhance Learning in a Gross Movement Videogame Task
- ClinicalTrials.gov ID
- NCT07447882
- Acronym / sponsor ID
- 26132
- Conditions
- Motor Activity
- Study type
- Interventional
- Recruitment status
- Recruiting
- Enrolment
- 52 participants (estimated)
- Lead sponsor
- Indiana UniversityUniversity, hospital or other
- Study start
- 23 Apr 2025 (actual)
- Primary completion
- Aug 2026 (estimated)
- Study completion
- Aug 2026 (estimated)
- First posted
- 4 Mar 2026 (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.
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
Detailed description
The study will utilize a between-subjects, SHAM controlled design. Subjects will be randomly selected to receive either SHAM (n=26) or a-tDCS (n=26) stimulation and will be blinded to their condition throughout testing.
Subjects will complete a total of two testing sessions (two study visits or days), separated by ~24 hours. Both sessions will have the subject play the videogame "Beat Saber", with a single song done for several trials as pre- and post-assessments. The first session will contain a 20-minute practice/stimulation block where subjects practice playing a song on Beat Saber while receiving either "active" or "inactive" stimulation of the motor cortex. The first session will last approximately 75 to 90 minutes whereas the second session will last approximately 15 to 20 minutes.
After providing informed consent, the subject will be given basic instructions by the researchers on how to use the VR headset and controller. Subjects will then be allowed to play the test song one time on the video game as a familiarization trial. The test song is approximately 4 minutes in length. Upon completing the familiarization trial, the subjects will then perform 2 more test song trials with 3-minute rest between each to minimize fatigue. The performance of these two trials will be averaged and that will serve as the pre-assessment measure.
After the pre-assessment, the skull will be measured and researchers will follow standard procedures for determining the correct stimulation spot for the index finger muscle, the first dorsal interosseus (FDI), which is a common muscle used in tDCS due to the large cortical representation. Following that, electrodes will be placed for stimulation and the 20 minute practice period will begin.
The practice phase will consist of performing 3 practice test song trials while concurrently receiving a-tDCS or SHAM. A Soterix 1x1 tDCS unit will be used to deliver anodal current through M1, of the opposite hemisphere to the VR controller hand, with a 30-second ramp up to 1 mA followed by 20 minutes of continuous stimulation in the a-tDCS condition. The SHAM condition will simulate stimulation by administering a 30 second ramp up to 1 mA followed by an immediate shut off. When the 20-minute practice session concludes, the tDCS electrodes will be removed and the subject will repeat the same procedures (2 trials) as the pre-assessment, and this will be considered the post-assessment.
In a second session, the subject will visit the lab for a brief follow-iup by completing 2 song trials, the exact same as the pre- and post-assessment.
Study design
- Primary purpose
- Basic science
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (participant)
- Number of arms
- 2
- Model description
- Two groups- interventional (brain stimulation) and sham (no stimulation)
| Arm | Type | Receives |
|---|---|---|
| tDCS | Experimental | Device: tDCSParticipants 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 comparator | Device: tDCSParticipants 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. |
Who may qualify
- Ages
- 18 to 45 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (4 listed)
- · Healthy adults between the ages 18-45
Key exclusion criteria (3 listed)
- · Currently prescribed and taking stimulant medication (Adderall, Ritalin, Vyvanse, etc.)
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 |
|---|---|---|
| tDCSSoterix 1X1 tDCS stimulation device | Device | SHAM, tDCS |
Primary outcome
Total number of good hits
Time frame: Day 1
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.
Total accuracy
Time frame: Day 1
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.
2 secondary outcomes
Total number of good hits
Time frame: Day 2
Total accuracy
Time frame: Day 2
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 1 Jun 2026.
- Individual participant dataSharing planned: No. As of now, there is no need to share
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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.
zachary riley principal investigator
Indiana University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing tDCS in people with Motor Activity, run by Indiana University at 1 site 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 4 inclusion and 3 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 1 Jun 2026. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site 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 zachary riley (765-215-1487, zariley@iu.edu), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Total number of good hits (time frame: Day 1). The study lists 2 primary outcomes in all. 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 1 Jun 2026.