Monocular Action Video Game Treatment of Amblyopia
Monocular Action Video Game Versus Passive Occlusion In The Treatment Of Amblyopia: A Randomized Controlled Trial
1 other identifier
interventional
28
1 country
1
Brief Summary
This study evaluates the effectiveness of the monocular treatment with action video-games in comparison with the occlusion therapy alone in amblyopic patients, and the satisfaction with the different evaluated treatments.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Sep 2019
Longer than P75 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
September 17, 2019
CompletedFirst Submitted
Initial submission to the registry
March 8, 2020
CompletedFirst Posted
Study publicly available on registry
March 18, 2020
CompletedPrimary Completion
Last participant's last visit for primary outcome
January 16, 2023
CompletedStudy Completion
Last participant's last visit for all outcomes
January 16, 2023
CompletedMarch 23, 2023
March 1, 2023
3.3 years
March 8, 2020
March 22, 2023
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Change from baseline visual acuity (VA) at 14 hours , 28 hours , and 42 hours comparing passive occlusion vs active occlusion (with action video games).
Visual Acuity (VA in logMAR) will be evaluated by E Snellen Test through an Ipad and the app AmblyopiaVA. The AmblyopiaVA test is designed based on the standard protocol for measuring Visual Acuity in children with Amblyopia.The measure will be performed at 2 m.
Baseline and 14, 28 and 42 hours post treatment.
Change from baseline stereopsis (ST) at 14 hours , 28 hours , and 42 hours comparing passive occlusion vs active occlusion (with action video games).
Stereopsis (ST in logMAR) will be evaluated by a Multiple Random Points test through an Ipad, the app StereoTAB and anaglyphic glasses. The measures will be performed at 50 cm.
Baseline and 14, 28 and 42 hours post treatment.
Change from baseline contrast sensitivity function (CSF) at 14 hours , 28 hours , and 42 hours comparing passive occlusion vs active occlusion (with action video games).
The effect of treatment on Contrast Sensitivity Function (CSF in logMAR) will be evaluated by ClinicCFS test using sine grids of four different spatial frequencies: 3, 6, 12 and 18 cpd.
Baseline and 14, 28 and 42 hours post treatment.
Secondary Outcomes (2)
Satisfaction assessed by an ordinal questionnaire designed based on the Treatment Satisfaction Questionnaire for Medication (TSQM).
42 hours
Rate of Compliance comparing passive occlusion vs active occlusion (with action video games) assessed by Google Analytics and written questionnaire.
Baseline and 14h, 28h and 42 hours.
Study Arms (2)
Passive Occlusion
ACTIVE COMPARATORThis arm will include those participants who will follow a daily occlusive treatment of 2 hours.
Active Occlusion
EXPERIMENTALThis arm will include patients who will be treated with monocular therapy with video-games of one hour on a daily regimen.
Interventions
Occlusion treatment of one hour daily with action video game.
Eligibility Criteria
You may qualify if:
- Age 4-10 years old
- Anisometropic amblyopia
- Strabismic amblyopia or mixed
- Interocular visual acuity (VA) difference of at least 0.2 logMAR
- No history of eye surgery
You may not qualify if:
- Non-comitant and/or large constant strabismus (\>30 prism diopters)
- Any ocular pathological condition or nystagmus
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Universitat Politècnica de Catalunyalead
- Hospital Mutua de Terrassacollaborator
- Parc Sanitari Sant Joan de Déucollaborator
Study Sites (1)
Laura Asensio Jurado
Barcelona, Spain
Related Publications (4)
Bavelier D, Green CS, Pouget A, Schrater P. Brain plasticity through the life span: learning to learn and action video games. Annu Rev Neurosci. 2012;35:391-416. doi: 10.1146/annurev-neuro-060909-152832.
PMID: 22715883BACKGROUNDLi RW, Ngo C, Nguyen J, Levi DM. Video-game play induces plasticity in the visual system of adults with amblyopia. PLoS Biol. 2011 Aug;9(8):e1001135. doi: 10.1371/journal.pbio.1001135. Epub 2011 Aug 30.
PMID: 21912514BACKGROUNDBediou B, Adams DM, Mayer RE, Tipton E, Green CS, Bavelier D. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychol Bull. 2018 Jan;144(1):77-110. doi: 10.1037/bul0000130. Epub 2017 Nov 27.
PMID: 29172564BACKGROUNDGambacorta C, Nahum M, Vedamurthy I, Bayliss J, Jordan J, Bavelier D, Levi DM. An action video game for the treatment of amblyopia in children: A feasibility study. Vision Res. 2018 Jul;148:1-14. doi: 10.1016/j.visres.2018.04.005. Epub 2018 May 12.
PMID: 29709618BACKGROUND
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Laura Asensio Jurado, MsC
Universitat Politècnica de Catalunya
- STUDY DIRECTOR
Marc Argilés Sans, PhD
Universitat Politècnica de Catalunya
- STUDY DIRECTOR
Lluïsa Quevedo i Junyent, PhD
Universitat Politècnica de Catalunya
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Principal Investigator
Study Record Dates
First Submitted
March 8, 2020
First Posted
March 18, 2020
Study Start
September 17, 2019
Primary Completion
January 16, 2023
Study Completion
January 16, 2023
Last Updated
March 23, 2023
Record last verified: 2023-03
Data Sharing
- IPD Sharing
- Will not share