Status
Conditions
Treatments
About
The purpose of this study is to evaluate the effectiveness of brain training in a Virtual Reality set up in neurotypical populations as well as in the traumatic brain injury population.
Full description
Brain training is a large and a growing field, both scientifically and commercially. Emerging evidence demonstrates that training can promote beneficial brain plasticity in both healthy individuals and clinical populations. Much of the recent interest in brain training can be traced back to the seminal work done at the University of Rochester, where Daphne Bavelier and colleagues showed that training with action video games (AVG) can lead to a wide range of cognitive and perceptual improvements. In our recent work, we developed a novel training paradigm that isolates and concentrates the key aspects of AVG-training while eliminating complex and often violent gameplay associated with AVGs. The results revealed similarly broad effects of training as with conventional AVGs. In this study, we aim to move this training paradigm to virtual reality (VR) and extend its application to cognitive aging and mild traumatic brain injury (TBI) populations.
Enrollment
Sex
Ages
Volunteers
Inclusion criteria
A person is eligible for inclusion in the study if he/she:
Specific Inclusion Criteria for both Control Groups. The subject must:
Specific Inclusion Criteria for the College Athletes with TBI Group. The subject must:
Specific Inclusion Criteria for the Older Adult Group. The subject must:
Exclusion criteria
A person will be excluded from the study if he/she:
• Is under the age of 18.
Primary purpose
Allocation
Interventional model
Masking
80 participants in 4 patient groups
Loading...
Data sourced from clinicaltrials.gov
Clinical trials
Research sites
Resources
Legal