Literature DB >> 32201990

Treatment and compliance with virtual reality and anaglyph-based training programs for convergence insufficiency.

Mei Ying Boon1, Lisa J Asper1, Peiting Chik1, Piranaa Alagiah1, Malcolm Ryan2.   

Abstract

BACKGROUND: Convergence insufficiency may be treated by visual exercises designed to increase convergence while maintaining single, clear, binocular vision. However, compliance with treatment is problematic, as patients often cease treatment when symptoms start to improve and before treatment is complete. The purpose of the present study was to assess the feasibility of using gamification of vision training to: (a) treat convergence insufficiency; and (b) improve compliance to treatment in comparison to a conventional treatment over a six-week treatment period.
METHODS: Two interventions, anaglyphs and a virtual reality game of Snakes, were evaluated for their effectiveness in treating adults with convergence insufficiency. The prescribed training regimen was 20 minutes, three times per week for six weeks. Vision was assessed before and after the treatment period. Participants also filled in the Core Elements of the Gaming Experience Questionnaire to gauge impact of game design on compliance.
RESULTS: Eighteen participants (mean age 20.8 ± 1.8 years) met the inclusion criteria for convergence insufficiency and nine participants were randomly assigned to each intervention. Repeated measures analysis of variance showed a significant effect of visit for near point of convergence (F1,16 = 38.32, p < 0.0001), near positive fusional reserves break (F1,16 = 21.94, p < 0.0001) and recovery (F1,16 = 26.87, p < 0.0001), but not of intervention type. Total time played was significantly longer for the virtual reality Snake Game than the anaglyph intervention (p < 0.0001), which translated to mean compliance of 82 per cent and 51 per cent respectively.
CONCLUSION: Gamification of vision training in a virtual reality environment is feasible and associated with increased compliance, hence may be a useful strategy to treat convergence insufficiency.
© 2020 Optometry Australia.

Entities:  

Keywords:  anaglyphs; convergence insufficiency; eHealth; gamification; virtual reality; vision therapy; vision training

Mesh:

Year:  2020        PMID: 32201990     DOI: 10.1111/cxo.13057

Source DB:  PubMed          Journal:  Clin Exp Optom        ISSN: 0816-4622            Impact factor:   2.742


  4 in total

1.  Using Virtual Reality to Improve Classroom Behavior in People With Down Syndrome: Within-Subjects Experimental Design.

Authors:  Stefan Carlo Michalski; Ancret Szpak; Caroline Ellison; Rowena Cornish; Tobias Loetscher
Journal:  JMIR Serious Games       Date:  2022-04-07       Impact factor: 3.364

2.  Virtual reality-based vision therapy versus OBVAT in the treatment of convergence insufficiency, accommodative dysfunction: a pilot randomized controlled trial.

Authors:  Shijin Li; Angcang Tang; Bi Yang; Jianglan Wang; Longqian Liu
Journal:  BMC Ophthalmol       Date:  2022-04-21       Impact factor: 2.086

Review 3.  Virtual Reality and Augmented Reality in Ophthalmology: A Contemporary Prospective.

Authors:  Mina Iskander; Titilola Ogunsola; Rithambara Ramachandran; Richard McGowan; Lama A Al-Aswad
Journal:  Asia Pac J Ophthalmol (Phila)       Date:  2021 May-Jun 01

4.  The Influence of COVID-19 Isolation on Physical Activity Habits and Its Relationship with Convergence Insufficiency.

Authors:  Daniel Mon-López; Ricardo Bernardez-Vilaboa; Antonio Alvarez Fernandez-Balbuena; Manuel Sillero-Quintana
Journal:  Int J Environ Res Public Health       Date:  2020-10-12       Impact factor: 3.390

  4 in total

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