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Effect of dichoptic video game treatment on mild amblyopia – a pilot study

PURPOSE: The effect of contrast‐balanced dichoptic video game training on distance visual acuity (DVA) and stereo acuity has been investigated in severe‐to‐moderate amblyopia, but its effect on mild amblyopia and fixation stability has not been assessed. This pilot study aimed to evaluate the effect...

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Detalles Bibliográficos
Autores principales: Pang, Peter C. K., Lam, Carly S. Y., Hess, Robert F., Thompson, Benjamin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: John Wiley and Sons Inc. 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8246520/
https://www.ncbi.nlm.nih.gov/pubmed/32996689
http://dx.doi.org/10.1111/aos.14595
Descripción
Sumario:PURPOSE: The effect of contrast‐balanced dichoptic video game training on distance visual acuity (DVA) and stereo acuity has been investigated in severe‐to‐moderate amblyopia, but its effect on mild amblyopia and fixation stability has not been assessed. This pilot study aimed to evaluate the effect of home‐based dichoptic video game on amblyopic eye DVA, stereo acuity and fixation stability in adults with mild amblyopia. METHODS: A randomized single‐masked design was adopted. The active 6‐week home‐based treatment was an anaglyphic, contrast‐balanced dichoptic video game, and the placebo was an identical non‐dichoptic game. Participants (n = 23) had mild amblyopia (amblyopic DVA ≤ 0.28 log Minimum Angle of Resolution (logMAR)). The primary outcome was change in amblyopic DVA at 6 weeks postrandomization. Near visual acuity, stereo acuity and fixation stability (bivariate contour eclipse area) were also measured. Follow‐up occurred at 12 and 24 weeks postrandomization. RESULTS: Mean amblyopic eye DVA was 0.21 ± 0.06 and 0.18 ± 0.06 logMAR for the active (n = 12) and placebo (n = 11) group, respectively. Amblyopic DVA improved significantly more in the active group (0.09 ± 0.05) than in the placebo group (0.03 ± 0.04 logMAR; p < 0.05). The difference between groups remained at 12 weeks postrandomization (p = 0.04) but not at 24 weeks (p = 0.43). Titmus stereo acuities improved significantly more in the active group (0.40 log arcsec) than in the placebo group (0.09 log arcsec) after 6 weeks of gameplay. The between‐group difference was still present at 24 weeks postrandomization (p = 0.05). There were no differences between groups on any other secondary outcomes. CONCLUSION: Home‐based dichoptic video gameplay may be an effective method to improve amblyopic DVA and stereo acuity in mild amblyopia.