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

被引:14
作者
Boon, Mei Ying [1 ]
Asper, Lisa J. [1 ]
Chik, Peiting [1 ]
Alagiah, Piranaa [1 ]
Ryan, Malcolm [2 ]
机构
[1] Univ New South Wales, Sch Optometry & Vis Sci, Sydney, NSW, Australia
[2] Macquarie Univ, Dept Comp, Sydney, NSW, Australia
关键词
anaglyphs; convergence insufficiency; eHealth; gamification; virtual reality; vision therapy; vision training; CHILDREN;
D O I
10.1111/cxo.13057
中图分类号
R77 [眼科学];
学科分类号
100212 ;
摘要
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 (F-1,F-16 = 38.32, p < 0.0001), near positive fusional reserves break (F-1,F-16 = 21.94, p < 0.0001) and recovery (F-1,F-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.
引用
收藏
页码:870 / 876
页数:7
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