Unilateral M1 Anodal tDCS to Enhance Learning in a Gross Movement Videogame Task

May 28, 2026 updated by: Zachary Riley, Indiana University
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

Study Overview

Status

Recruiting

Conditions

Intervention / Treatment

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 Type

Interventional

Enrollment (Estimated)

52

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Contact

  • Name: zachary riley
  • Phone Number: 765-215-1487
  • Email: zariley@iu.edu

Study Locations

    • Indiana
      • Indianapolis, Indiana, United States, 46202
        • Recruiting
        • National Institute for Fitness and Sport
        • Contact:

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

  • Adult

Accepts Healthy Volunteers

Yes

Description

Inclusion Criteria:

  • · 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

Exclusion Criteria:

  • · 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.

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Basic Science
  • Allocation: Randomized
  • Interventional Model: Parallel Assignment
  • Masking: Single

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: tDCS
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.
Soterix 1X1 tDCS stimulation device
Sham Comparator: SHAM
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.
Soterix 1X1 tDCS stimulation device

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
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.
Day 1
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.
Day 1

Secondary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Total number of good hits
Time Frame: Day 2
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.
Day 2
Total accuracy
Time Frame: Day 2
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.
Day 2

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Zachary Riley, Indiana University

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

April 23, 2025

Primary Completion (Estimated)

August 1, 2026

Study Completion (Estimated)

August 1, 2026

Study Registration Dates

First Submitted

February 26, 2026

First Submitted That Met QC Criteria

February 26, 2026

First Posted (Actual)

March 4, 2026

Study Record Updates

Last Update Posted (Actual)

June 1, 2026

Last Update Submitted That Met QC Criteria

May 28, 2026

Last Verified

May 1, 2026

More Information

Terms related to this study

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

NO

IPD Plan Description

As of now, there is no need to share

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

Yes

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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