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Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game

BACKGROUND: The gold standard treatment for amblyopia is patching the better eye. Improvement of visual acuity in the amblyopic eye is significantly impacted by the adherence to the patching therapy. It is known that the overall adherence is rather low. OBJECTIVE: This retrospective study evaluated...

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Autores principales: Bocqué, Catheline, Wang, Jingyun, Rickmann, Annekatrin, Julich-Haertel, Henrike, Kaempf, Uwe, Januschowski, Kai
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9932874/
https://www.ncbi.nlm.nih.gov/pubmed/36724007
http://dx.doi.org/10.2196/32282
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author Bocqué, Catheline
Wang, Jingyun
Rickmann, Annekatrin
Julich-Haertel, Henrike
Kaempf, Uwe
Januschowski, Kai
author_facet Bocqué, Catheline
Wang, Jingyun
Rickmann, Annekatrin
Julich-Haertel, Henrike
Kaempf, Uwe
Januschowski, Kai
author_sort Bocqué, Catheline
collection PubMed
description BACKGROUND: The gold standard treatment for amblyopia is patching the better eye. Improvement of visual acuity in the amblyopic eye is significantly impacted by the adherence to the patching therapy. It is known that the overall adherence is rather low. OBJECTIVE: This retrospective study evaluated whether an updated version of attention-binding digital therapeutic games based on the principle of focal ambient visual acuity stimulation (FAVAS) would result in improved patient adherence in 4- to 16-year-old patients with amblyopia associated with anisometropia or strabismus. METHODS: We analyzed electronically pseudonymized recorded data from patients treated with occlusion therapy and FAVAS therapeutic games. One group used an older version (2015) and the other group used a newer version (2020) that provided more attractive therapeutic games with tablet computer functionality. Objective adherence was calculated by comparing the number of minutes using the therapeutic games as monitored in the automatized logbook versus the prescribed number of minutes for using the games. RESULTS: Children in group 2015 (n=138) spent on average 2009.3 (SD 1372.1; range 36-5556) minutes using FAVAS; children in group 2020 (n=129) spent on average 2651.2 (SD 1557.1; range 38-5672) minutes using the newer version. Group 2020 spent on average 641.9 more minutes on FAVAS than group 2015 (t(255.49)=3.56, P<.001, d=0.45; 95% CI 0.69-0.20). Although patient adherence was very variable, compared to the 55.0% (SD 29.4%) in group 2015, it significantly improved up to 68.5% (SD 33.7%) in group 2020 (t(254.3)(8)=3.48, P=.001, d=0.44; 95% CI 0.68-0.19). CONCLUSIONS: FAVAS 2020, with improved gamification aspect as well as tablet computer functionality, increased adherence significantly compared to the earlier version of FAVAS 2015, indicating that FAVAS 2020 could be an effective approach to support adherence to amblyopia treatment. TRIAL REGISTRATION: German Clinical Trials Register (DRKS) DRKS00017633; https://drks.de/search/de/trial/DRKS00017633
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spelling pubmed-99328742023-02-17 Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game Bocqué, Catheline Wang, Jingyun Rickmann, Annekatrin Julich-Haertel, Henrike Kaempf, Uwe Januschowski, Kai JMIR Pediatr Parent Original Paper BACKGROUND: The gold standard treatment for amblyopia is patching the better eye. Improvement of visual acuity in the amblyopic eye is significantly impacted by the adherence to the patching therapy. It is known that the overall adherence is rather low. OBJECTIVE: This retrospective study evaluated whether an updated version of attention-binding digital therapeutic games based on the principle of focal ambient visual acuity stimulation (FAVAS) would result in improved patient adherence in 4- to 16-year-old patients with amblyopia associated with anisometropia or strabismus. METHODS: We analyzed electronically pseudonymized recorded data from patients treated with occlusion therapy and FAVAS therapeutic games. One group used an older version (2015) and the other group used a newer version (2020) that provided more attractive therapeutic games with tablet computer functionality. Objective adherence was calculated by comparing the number of minutes using the therapeutic games as monitored in the automatized logbook versus the prescribed number of minutes for using the games. RESULTS: Children in group 2015 (n=138) spent on average 2009.3 (SD 1372.1; range 36-5556) minutes using FAVAS; children in group 2020 (n=129) spent on average 2651.2 (SD 1557.1; range 38-5672) minutes using the newer version. Group 2020 spent on average 641.9 more minutes on FAVAS than group 2015 (t(255.49)=3.56, P<.001, d=0.45; 95% CI 0.69-0.20). Although patient adherence was very variable, compared to the 55.0% (SD 29.4%) in group 2015, it significantly improved up to 68.5% (SD 33.7%) in group 2020 (t(254.3)(8)=3.48, P=.001, d=0.44; 95% CI 0.68-0.19). CONCLUSIONS: FAVAS 2020, with improved gamification aspect as well as tablet computer functionality, increased adherence significantly compared to the earlier version of FAVAS 2015, indicating that FAVAS 2020 could be an effective approach to support adherence to amblyopia treatment. TRIAL REGISTRATION: German Clinical Trials Register (DRKS) DRKS00017633; https://drks.de/search/de/trial/DRKS00017633 JMIR Publications 2023-02-01 /pmc/articles/PMC9932874/ /pubmed/36724007 http://dx.doi.org/10.2196/32282 Text en ©Catheline Bocqué, Jingyun Wang, Annekatrin Rickmann, Henrike Julich-Haertel, Uwe Kaempf, Kai Januschowski. Originally published in JMIR Pediatrics and Parenting (https://pediatrics.jmir.org), 01.02.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Pediatrics and Parenting, is properly cited. The complete bibliographic information, a link to the original publication on https://pediatrics.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Bocqué, Catheline
Wang, Jingyun
Rickmann, Annekatrin
Julich-Haertel, Henrike
Kaempf, Uwe
Januschowski, Kai
Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game
title Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game
title_full Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game
title_fullStr Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game
title_full_unstemmed Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game
title_short Gamification to Support Adherence to a Therapeutic Ambylopia Treatment for Children: Retrospective Study Using a Focal Ambient Visual Acuity Stimulation Game
title_sort gamification to support adherence to a therapeutic ambylopia treatment for children: retrospective study using a focal ambient visual acuity stimulation game
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9932874/
https://www.ncbi.nlm.nih.gov/pubmed/36724007
http://dx.doi.org/10.2196/32282
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