Adherence to home-based videogame treatment for amblyopia in children and adults.

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dc.contributor.author Gao, Tina Y
dc.contributor.author Black, Joanna M
dc.contributor.author Babu, Raiju J
dc.contributor.author Bobier, William R
dc.contributor.author Chakraborty, Arijit
dc.contributor.author Dai, Shuan
dc.contributor.author Guo, Cindy X
dc.contributor.author Hess, Robert F
dc.contributor.author Jenkins, Michelle
dc.contributor.author Jiang, Yannan
dc.contributor.author Kearns, Lisa S
dc.contributor.author Kowal, Lionel
dc.contributor.author Lam, Carly SY
dc.contributor.author Pang, Peter CK
dc.contributor.author Parag, Varsha
dc.contributor.author Pieri, Roberto
dc.contributor.author Nallour Raveendren, Rajkumar
dc.contributor.author South, Jayshree
dc.contributor.author Staffieri, Sandra Elfride
dc.contributor.author Wadham, Angela
dc.contributor.author Walker, Natalie
dc.contributor.author Thompson, Benjamin
dc.coverage.spatial United States
dc.date.accessioned 2022-06-07T04:39:53Z
dc.date.available 2022-06-07T04:39:53Z
dc.date.issued 2021-09
dc.identifier.citation (2021). Clinical and Experimental Optometry, 104(7), 773-779.
dc.identifier.issn 0816-4622
dc.identifier.uri https://hdl.handle.net/2292/59567
dc.description.abstract <b>Clinical relevance</b>: Home-based videogame treatments are increasingly popular for amblyopia treatment. However, at-home treatments tend to be done in short sessions and with frequent disruptions, which may reduce the effectiveness of binocular visual stimulation. These treatment adherence patterns need to be accounted for when considering dose-response relationships and treatment effectiveness.<b>Background</b>: Home-based videogame treatments are increasingly being used for various sensory conditions, including amblyopia ('lazy eye'), but treatment adherence continues to limit success. To examine detailed behavioural patterns associated with home-based videogame treatment, we analysed in detail the videogame adherence data from the Binocular tReatment of Amblyopia with VideOgames (BRAVO) clinical trial (ACTRN12613001004752).<b>Methods</b>: Children (7-12 years), teenagers (13-17 years) and adults (≥ 18 years) with unilateral amblyopia were loaned iPod Touch devices with either an active treatment or placebo videogame and instructed to play for a total of 1-2 hours/day for six weeks at home. Objectively-recorded adherence data from device software were used to analyse adherence patterns such as session length, daily distribution of gameplay, use of the pause function, and differences between age groups. Objectively-recorded adherence was also compared to subjectively-reported adherence from paper-based diaries.<b>Results</b>: One hundred and five of the 115 randomised participants completed six weeks of videogame training. Average adherence was 65% (SD 37%) of the minimum hours prescribed. Game training was generally performed in short sessions (mean 21.5, SD 11.2 minutes), mostly in the evening, with frequent pauses (median every 4.1 minutes, IQR 6.1). Children played in significantly shorter sessions and paused more frequently than older age groups (p < 0.0001). Participants tended to over-report adherence in subjective diaries compared to objectively-recorded gameplay time.<b>Conclusion</b>: Adherence to home-based videogame treatment was characterised by short sessions interspersed with frequent pauses, suggesting regular disengagement. This complicates dose-response calculations and may interfere with the effectiveness of treatments like binocular treatments for amblyopia, which require sustained visual stimulation.
dc.format.medium Print-Electronic
dc.language eng
dc.publisher Informa UK Limited
dc.relation.ispartofseries Clinical & experimental optometry
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.
dc.rights.uri https://researchspace.auckland.ac.nz/docs/uoa-docs/rights.htm
dc.rights.uri https://authorservices.taylorandfrancis.com/research-impact/sharing-versions-of-journal-articles/
dc.subject Humans
dc.subject Amblyopia
dc.subject Treatment Outcome
dc.subject Sensory Deprivation
dc.subject Vision, Binocular
dc.subject Visual Acuity
dc.subject Video Games
dc.subject Adolescent
dc.subject Adult
dc.subject Aged
dc.subject Child
dc.subject children’s vision
dc.subject Eye Disease and Disorders of Vision
dc.subject Clinical Research
dc.subject Clinical Trials and Supportive Activities
dc.subject Brain Disorders
dc.subject 6.1 Pharmaceuticals
dc.subject Science & Technology
dc.subject Life Sciences & Biomedicine
dc.subject Ophthalmology
dc.subject children&#8217
dc.subject s vision
dc.subject 02 Physical Sciences
dc.subject 11 Medical and Health Sciences
dc.title Adherence to home-based videogame treatment for amblyopia in children and adults.
dc.type Journal Article
dc.identifier.doi 10.1080/08164622.2021.1878834
pubs.issue 7
pubs.begin-page 773
pubs.volume 104
dc.date.updated 2022-05-05T22:00:28Z
dc.rights.holder Copyright: The author en
dc.identifier.pmid 33689654 (pubmed)
pubs.author-url https://www.ncbi.nlm.nih.gov/pubmed/33689654
pubs.end-page 779
pubs.publication-status Published
dc.rights.accessrights http://purl.org/eprint/accessRights/OpenAccess en
pubs.subtype Research Support, Non-U.S. Gov't
pubs.subtype Journal Article
pubs.elements-id 842099
pubs.org-id Liggins Institute
pubs.org-id Medical and Health Sciences
pubs.org-id Science
pubs.org-id Statistics
pubs.org-id Population Health
pubs.org-id Pacific Health
pubs.org-id Optometry and Vision Science
dc.identifier.eissn 1444-0938
pubs.record-created-at-source-date 2022-05-06
pubs.online-publication-date 2021-03-01


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