Participants play games designed to train visual attention towards natural, non-drug-related scenarios. A biofeedback loop between gameplay and an electroencephalogram (EEG) system monitors game performance and guides game difficulty.
Opioid Use Disorder
Participants play games designed to train visual attention towards natural, non-drug-related scenarios. A biofeedback loop between gameplay and an electroencephalogram (EEG) system monitors game performance and guides game difficulty.
Brain Training for Substance Use Disorders
-
University of Minnesota - Department of Psychiatry & Behavioral Health, Minneapolis, Minnesota, United States, 55454
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.
For general information about clinical research, read Learn About Studies.
18 Years to 65 Years
ALL
Yes
Neurotype Inc.,
Justin Anker, PhD, PRINCIPAL_INVESTIGATOR, University of Minnesota
Scott Burwell, PhD, STUDY_DIRECTOR, Neurotype Inc.
2025-08-31