Effectiveness of a Binocular Video Game vs Placebo Video Game for Improving Visual Functions in Older Children, Teenagers, and Adults With Amblyopia: A Randomized Clinical Trial.

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dc.contributor.author Gao, Yitian en
dc.contributor.author Guo, Xiaopeng en
dc.contributor.author Babu, Raiju J en
dc.contributor.author Black, Joanna en
dc.contributor.author Bobier, William R en
dc.contributor.author Chakraborty, Arijit en
dc.contributor.author Dai, Shuan en
dc.contributor.author Hess, Robert F en
dc.contributor.author Jenkins, Michelle en
dc.contributor.author Jiang, Yannan en
dc.contributor.author Kearns, Lisa S en
dc.contributor.author Kowal, Lionel en
dc.contributor.author Lam, Carly SY en
dc.contributor.author Pang, Peter CK en
dc.contributor.author Parag, Varsha en
dc.contributor.author Pieri, Roberto en
dc.contributor.author Raveendren, Rajkumar Nallour en
dc.contributor.author South, Jayshree en
dc.contributor.author Staffieri, Sandra Elfride en
dc.contributor.author Wadham, Angela en
dc.contributor.author Greenaway, Natalie en
dc.contributor.author Thompson, Benjamin en
dc.contributor.author BRAVO Study Team en
dc.date.accessioned 2018-11-26T01:54:04Z en
dc.date.issued 2018-02 en
dc.identifier.issn 2168-6165 en
dc.identifier.uri http://hdl.handle.net/2292/44598 en
dc.description.abstract Importance:Binocular amblyopia treatment using contrast-rebalanced stimuli showed promise in laboratory studies and requires clinical trial investigation in a home-based setting. Objective:To compare the effectiveness of a binocular video game with a placebo video game for improving visual functions in older children and adults. Design, Setting, and Participants:The Binocular Treatment of Amblyopia Using Videogames clinical trial was a multicenter, double-masked, randomized clinical trial. Between March 2014 and June 2016, 115 participants 7 years and older with unilateral amblyopia (amblyopic eye visual acuity, 0.30-1.00 logMAR; Snellen equivalent, 20/40-20/200) due to anisometropia, strabismus, or both were recruited. Eligible participants were allocated with equal chance to receive either the active or the placebo video game, with minimization stratified by age group (child, age 7 to 12 years; teenager, age 13 to 17 years; and adult, 18 years and older). Interventions:Falling-blocks video games played at home on an iPod Touch for 1 hour per day for 6 weeks. The active video game had game elements split between eyes with a dichoptic contrast offset (mean [SD] initial fellow eye contrast, 0.23 [0.14]). The placebo video game presented identical images to both eyes. Main Outcomes and Measures:Change in amblyopic eye visual acuity at 6 weeks. Secondary outcomes included compliance, stereoacuity, and interocular suppression. Participants and clinicians who measured outcomes were masked to treatment allocation. Results:Of the 115 included participants, 65 (56.5%) were male and 83 (72.2%) were white, and the mean (SD) age at randomization was 21.5 (13.6) years. There were 89 participants (77.4%) who had prior occlusion. The mean (SD) amblyopic eye visual acuity improved 0.06 (0.12) logMAR from baseline in the active group (n = 56) and 0.07 (0.10) logMAR in the placebo group (n = 59). The mean treatment difference between groups, adjusted for baseline visual acuity and age group, was -0.02 logMAR (95% CI, -0.06 to 0.02; P = .25). Compliance with more than 25% of prescribed game play was achieved by 36 participants (64%) in the active group and by 49 (83%) in the placebo group. At 6 weeks, 36 participants (64%) in the active group achieved fellow eye contrast greater than 0.9 in the binocular video game. No group differences were observed for any secondary outcomes. Adverse effects included 3 reports of transient asthenopia. Conclusions and Relevance:The specific home-based binocular falling-blocks video game used in this clinical trial did not improve visual outcomes more than the placebo video game despite increases in fellow eye contrast during game play. More engaging video games with considerations for compliance may improve effectiveness. Trial Registration:anzctr.org.au Identifier: ACTRN12613001004752. en
dc.format.medium Print en
dc.language eng en
dc.relation.ispartofseries JAMA ophthalmology en
dc.rights Items in ResearchSpace are protected by copyright, with all rights reserved, unless otherwise indicated. Previously published items are made available in accordance with the copyright policy of the publisher. en
dc.rights.uri https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm en
dc.subject BRAVO Study Team en
dc.subject Humans en
dc.subject Amblyopia en
dc.subject Refraction, Ocular en
dc.subject Treatment Outcome en
dc.subject Double-Blind Method en
dc.subject Vision, Binocular en
dc.subject Visual Acuity en
dc.subject Video Games en
dc.subject Computers, Handheld en
dc.subject Adolescent en
dc.subject Adult en
dc.subject Middle Aged en
dc.subject Child en
dc.subject Female en
dc.subject Male en
dc.subject Young Adult en
dc.title Effectiveness of a Binocular Video Game vs Placebo Video Game for Improving Visual Functions in Older Children, Teenagers, and Adults With Amblyopia: A Randomized Clinical Trial. en
dc.type Journal Article en
dc.identifier.doi 10.1001/jamaophthalmol.2017.6090 en
pubs.issue 2 en
pubs.begin-page 172 en
pubs.volume 136 en
dc.rights.holder Copyright: The author en
dc.identifier.pmid 29302694 en
pubs.end-page 181 en
pubs.publication-status Published en
dc.rights.accessrights http://purl.org/eprint/accessRights/RestrictedAccess en
pubs.subtype Research Support, Non-U.S. Gov't en
pubs.subtype research-article en
pubs.subtype Multicenter Study en
pubs.subtype Randomized Controlled Trial en
pubs.subtype Journal Article en
pubs.elements-id 720840 en
pubs.org-id Medical and Health Sciences en
pubs.org-id Optometry and Vision Science en
pubs.org-id Population Health en
pubs.org-id Pacific Health en
pubs.org-id Science en
pubs.org-id Statistics en
dc.identifier.eissn 2168-6173 en
pubs.record-created-at-source-date 2018-01-06 en
pubs.dimensions-id 29302694 en


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