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The Effect of Immersive VR Distraction on Memory: Study 2

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University of Washington

Status

Completed

Conditions

Virtual Reality Amnesia

Treatments

Behavioral: Immersive Virtual Reality
Behavioral: Plausible control condition

Study type

Interventional

Funder types

Other

Identifiers

NCT07183839
VRAnalgesia2025b

Details and patient eligibility

About

This study measures how many words people can recall. Some words are studied/heard/learned while in immersive Virtual Reality, and some are studied/heard/learned while in a plausible control distraction.

Full description

In this Study (n=20), participants recalled word lists during a plausible semi-immersive control condition (passive Apple Vision Pro see-through mode) versus during interactive immersive VR. Participants also later received brief heat pain stimuli during No VR versus immersive VR and provided pain and anxiety and distraction ratings on 0-10 graphic rating scales.

Enrollment

20 patients

Sex

All

Ages

18+ years old

Volunteers

Accepts Healthy Volunteers

Inclusion criteria

  • Currently enrolled in a course at the University of Washington Psychology Dept., participating in the UW Psychology subject pool
  • Able to read, write and comprehend English
  • Able to complete study measures
  • Willing to follow our UW approved instructions
  • 18 years of age or older

Exclusion criteria

  • People who have already previously participated in this same study (e.g., last quarter) are not eligible to participate again.
  • Not enrolled in a course at the University of Washington Psychology Dept., not participating in the UW Psychology subject pool
  • Not be able to read, write and comprehend English
  • Younger than 18 years of age.
  • Not capable of completing measures
  • Not capable of indicating pain intensity,
  • Not capable of filling out study measures,
  • Extreme susceptibility to motion sickness,
  • Seizure history,
  • Unusual sensitivity or lack of sensitivity to pain,
  • Sensitive skin,
  • Sensitive feet
  • Migraines
  • Diabetes

Trial design

Primary purpose

Basic Science

Allocation

Randomized

Interventional model

Crossover Assignment

Masking

Single Blind

20 participants in 2 patient groups

High Tech virtual reality
Experimental group
Description:
Participants used their cyberhands to interact with virtual objects while in immersive virtual reality, while they listen to and memorize a list of 15 study words rea to them from the real world.
Treatment:
Behavioral: Immersive Virtual Reality
Low Tech VR
Sham Comparator group
Description:
Participants wore an Apple Vision Pro VR goggles that allowed them to see the real world in their VR goggles, via video streaming from cameras mounted on the VR helmet, while memorizing a list of words they heard from the real world.
Treatment:
Behavioral: Plausible control condition

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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