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Behavioral Intervention

VR Brain Training for Traumatic Brain Injury

N/A
Waitlist Available
Led By Duje Tadin, PhD
Research Sponsored by University of Rochester
Eligibility Criteria Checklist
Specific guidelines that determine who can or cannot participate in a clinical trial
Must have
Control Groups: Between the ages of 18 and 35, and no neurologic or vascular disorders/injuries
Older Adult Group: Over the age of 65, and no neurologic or vascular disorders/injuries
Must not have
Under the age of 18
Timeline
Screening 3 weeks
Treatment Varies
Follow Up 6 weeks
Awards & highlights
No Placebo-Only Group

Summary

This trial will test whether VR brain training can help improve cognitive function in healthy people and those with TBI.

Who is the study for?
This trial is for adults over 18 with good hearing and vision, who don't play action or VR video games. It includes healthy young adults, older adults without neurological issues, and college athletes recently diagnosed with mild traumatic brain injury (concussion).
What is being tested?
The study compares the effectiveness of brain training exercises when done in Virtual Reality versus on a computer screen. It aims to see if VR can enhance cognitive rehabilitation after a traumatic brain injury.
What are the potential side effects?
Potential side effects may include dizziness, nausea, eye strain or headaches due to virtual reality exposure; however, these are generally mild and temporary.

Eligibility Criteria

Inclusion Criteria

You may be eligible if you check “Yes” for the criteria below
Select...
I am between 18 and 35 years old and do not have any neurological or vascular disorders.
Select...
I am over 65 and do not have any brain or blood vessel disorders.

Exclusion Criteria

You may be eligible for the trial if you check “No” for criteria below:
Select...
I am younger than 18 years old.

Timeline

Screening ~ 3 weeks
Treatment ~ Varies
Follow Up ~6 weeks
This trial's timeline: 3 weeks for screening, Varies for treatment, and 6 weeks for reporting.

Treatment Details

Study Objectives

Study objectives can provide a clearer picture of what you can expect from a treatment.
Primary study objectives
Attentional Blink (a measure of temporal resolution of attention)
Useful Field of View (a measure of spacial awareness)
Visual Crowding (a measure of spacial resolution of attention)

Awards & Highlights

No Placebo-Only Group
All patients enrolled in this study will receive some form of active treatment.

Trial Design

4Treatment groups
Experimental Treatment
Group I: Older Adult GroupExperimental Treatment1 Intervention
Older Adults over the age of 65 who will be training in Virtual Reality
Group II: Control in VRExperimental Treatment1 Intervention
Adults ages 18 to 35 who will be training in Virtual Reality.
Group III: Control Non-VRExperimental Treatment1 Intervention
Adults ages 18 to 35 who will be training on a computer screen.
Group IV: College Athletes with TBI GroupExperimental Treatment1 Intervention
Adults ages 18 to 35 with mild TBI who will be training in Virtual Reality

Find a Location

Who is running the clinical trial?

NeuroTrainerIndustry Sponsor
1 Previous Clinical Trials
155 Total Patients Enrolled
University of RochesterLead Sponsor
867 Previous Clinical Trials
548,802 Total Patients Enrolled
NeurotrainerUNKNOWN

Media Library

Computer Screen Training (Behavioral Intervention) Clinical Trial Eligibility Overview. Trial Name: NCT03582579 — N/A
Concussion Research Study Groups: Control Non-VR, Control in VR, College Athletes with TBI Group, Older Adult Group
Computer Screen Training (Behavioral Intervention) 2023 Treatment Timeline for Medical Study. Trial Name: NCT03582579 — N/A
Concussion Clinical Trial 2023: Computer Screen Training Highlights & Side Effects. Trial Name: NCT03582579 — N/A
~8 spots leftby Sep 2025