A dichoptic custom-made action video game as a treatment for adult amblyopia

被引:127
作者
Vedamurthy, Indu [1 ]
Nahum, Mor [2 ,3 ,6 ]
Huang, Samuel J. [1 ]
Zheng, Frank [2 ,3 ]
Bayliss, Jessica [4 ]
Bavelier, Daphne [1 ,5 ]
Levi, Dennis M. [2 ,3 ]
机构
[1] Univ Rochester, Dept Brain & Cognit Sci, Rochester, NY 14627 USA
[2] Univ Calif Berkeley, Sch Optometry, Grad Grp Vis Sci, Berkeley, CA 94720 USA
[3] Univ Calif Berkeley, Helen Wills Neurosci Inst, Berkeley, CA 94720 USA
[4] Rochester Inst Technol, Sch Interact Games & Media, Rochester, NY 14623 USA
[5] Univ Geneva, Fac Psychol & Educ Sci, CH-1211 Geneva 4, Switzerland
[6] Posit Sci Corp, San Francisco, CA 94108 USA
关键词
Amblyopia; Videogames; Perceptual learning; Suppression; Stereopsis; Visual acuity; CONTRAST SENSITIVITY FUNCTION; BINOCULAR VISION; INTEROCULAR SUPPRESSION; ANISOMETROPIC AMBLYOPIA; DEFINED LETTERS; CRITICAL PERIOD; VERNIER ACUITY; CHILDREN; PREVALENCE; PLASTICITY;
D O I
10.1016/j.visres.2015.04.008
中图分类号
Q189 [神经科学];
学科分类号
071006 ;
摘要
Previous studies have employed different experimental approaches to enhance visual function in adults with amblyopia including perceptual learning, videogame play, and dichoptic training. Here, we evaluated the efficacy of a novel dichoptic action videogame combining all three approaches. This experimental intervention was compared to a conventional, yet unstudied method of supervised occlusion while watching movies. Adults with unilateral amblyopia were assigned to either play the dichoptic action game (n = 23; 'game' group), or to watch movies monocularly while the fellow eye was patched (n = 15; 'movies' group) for a total of 40 hours. Following training, visual acuity (VA) improved on average by approximate to 0.14 logMAR (approximate to 28%) in the game group, with improvements noted in both anisometropic and strabismic patients. This improvement is similar to that obtained following perceptual learning, video game play or dichoptic training. Surprisingly, patients with anisometropic amblyopia in the movies group showed similar improvement, revealing a greater impact of supervised occlusion in adults than typically thought. Stereoacuity, reading speed, and contrast sensitivity improved more for game group participants compared with movies group participants. Most improvements were largely retained following a 2-month no-contact period. This novel video game, which combines action gaming, perceptual learning and dichoptic presentation, results in VA improvements equivalent to those previously documented with each of these techniques alone. Our game intervention led to greater improvement than control training in a variety of visual functions, thus suggesting that this approach has promise for the treatment of adult amblyopia. (C) 2015 Elsevier Ltd. All rights reserved.
引用
收藏
页码:173 / 187
页数:15
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