[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"health-study-detail:100627380":3},{"organization":4,"armGroups":7,"interventions":19,"overallOfficials":25,"centralContacts":29,"locations":34,"responsibleParty":52,"collaborators":24,"id":54,"slug":55,"hasResults":56,"nctId":57,"briefTitle":58,"officialTitle":58,"acronym":24,"eligibilityCriteria":59,"healthyVolunteers":60,"sex":61,"minAge":62,"maxAge":63,"enrollmentInfo":64,"targetDuration":24,"studyType":67,"phases":68,"briefSummary":70,"conditions":71,"keywords":24,"overallStatus":37,"whyStopped":24,"lastUpdateSubmitDate":73,"lastUpdatePostDateStruct":74,"startDateStruct":77,"completionDateStruct":79,"leadSponsor":81,"locationsCount":82},{"fullName":5,"class":6},"Indiana University","OTHER",[8,14],{"label":9,"type":10,"description":11,"interventionNames":12},"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.",[13],"Device: tDCS",{"label":15,"type":16,"description":17,"interventionNames":18},"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.",[13],[20],{"type":21,"name":9,"description":22,"armGroupLabels":23,"otherNames":24},"DEVICE","Soterix 1X1 tDCS stimulation device",[15,9],null,[26],{"name":27,"affiliation":5,"role":28},"zachary riley","PRINCIPAL_INVESTIGATOR",[30],{"name":27,"role":31,"phone":32,"phoneExt":24,"email":33},"CONTACT","765-215-1487","zariley@iu.edu",[35],{"facility":36,"status":37,"city":38,"state":39,"zip":40,"country":41,"countryCode":42,"cosmosGeoPoint":43,"geoPoint":48,"contacts":49},"National Institute for Fitness and Sport","RECRUITING","Indianapolis","Indiana","46202","United States","US",{"type":44,"coordinates":45},"Point",[46,47],-86.15804,39.76838,{"lat":47,"lon":46},[50],{"name":51,"role":31,"phone":24,"phoneExt":24,"email":33},"Zachary Riley",{"type":28,"investigatorFullName":51,"investigatorTitle":53,"investigatorAffiliation":5,"oldNameTitle":24,"oldOrganization":24},"Associate Professor Kinesiology","100627380","unilateral-m1-anodal-tdcs-to-enhance-learning-in-a-gross-movement-videogame-task-100627380",false,"NCT07447882","Unilateral M1 Anodal tDCS to Enhance Learning in a Gross Movement Videogame Task","Inclusion Criteria:\n\n* · Healthy adults between the ages 18-45\n\n  * Answer 'no' to questions 2 through 18 on the tDCS checklist as these factors can increase likelihood of adverse events with tDCS (Appendix 1)\n\n    * No neurological damage, disease, or dysfunction (nerve damage, chronic pain disorders, diabetic neuropathy) that affect the upper limbs.\n    * 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\u002For compromise the objectives of the study\n\nExclusion Criteria:\n\n* · Currently prescribed and taking stimulant medication (Adderall, Ritalin, Vyvanse, etc.)\n\n  * 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.\n  * Have played the game Beat Saber on a Virtual Reality Headset in the last 12 months.",true,"ALL","18 Years","45 Years",{"count":65,"type":66},52,"ESTIMATED","INTERVENTIONAL",[69],"NA","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",[72],"Motor Activity","2026-05-28",{"date":75,"type":76},"2026-06-01","ACTUAL",{"date":78,"type":76},"2025-04-23",{"date":80,"type":66},"2026-08",{"name":5,"class":6},1]