A Random Dot Computer Video Game Improves Stereopsis

dc.contributor.authorPortela Camino, Juan Antonio
dc.contributor.authorMartín González, Santiago
dc.contributor.authorRuiz Alcocer, Javier
dc.contributor.authorIllarramendi Mendicute, Igor
dc.contributor.authorGarrido Mercado, Rafaela
dc.date.accessioned2020-02-21T16:23:49Z
dc.date.available2020-02-21T16:23:49Z
dc.date.issued2018
dc.description.abstractSIGNIFICANCE Currently, treatments for amblyopia are occlusion or penalization of the stronger fellow eye. Fewer than 30% of patients improve stereoacuity using these treatments. In order to improve these outcomes, this group proposes a treatment to stimulate the stereoacuity through perceptual learning in a game format for use at home. PURPOSE The aim of this study was to determine whether perceptual learning with random dot stimuli (RDS) in the form of a computer video game improves stereopsis in patients with a history of amblyopia. METHODS Thirty-two stereo-deficient patients (7 to 14 years old) previously treated for amblyopia participated in a prospective, randomized, double-blind study. Participants followed a perceptual learning program at home using RDS software. In the experimental group, the demand of stereopsis was increased, until reaching the lowest detectable disparity. In the comparison group, the stimulation interval was a constant (840 to 750”). Stereoacuity was evaluated with the Randot Preschool Stereoacuity Test (RPST) and the Wirt Circles. RESULTS Median compliance was 100% (interquartile range [IQR] = 78.50 to 100). Log10 stereoacuity outcomes were significantly different between groups (RPST, P = .041; Wirt Circles Test, P = .009). Median stereoacuity improvement with RPST was 50% (IQR = 0.00 to 75%) and 0% (IQR = 0.00 to 7.5%), respectively, for experimental and comparison groups (P = .008). Wirt Circles improvement was 46.42% (IQR = 6.25 to 73.75%) and 0% (IQR = 0.00 to 57.50%), respectively, for experimental and comparison groups (P = .089). Stereoacuity improvement was not different between groups when success was considered a 70% gain in RPST (P = .113); it was statistically different when success was considered a gain of two levels on Wirt Circles and stereoacuity 140” or less (P = .023). Stereoacuity remained stable after 6 months when measured with RPST, whereas it worsened in two subjects when measured with Wirt Circles. CONCLUSIONS Direct stimulation of stereopsis at home using RDS in a game environment improves the stereoacuity in stereo-deficient subjects with a history of amblyopia.spa
dc.description.filiationUEMspa
dc.description.impact1.577 JCR (2018) Q3, 40/60 Ophthalmologyspa
dc.description.impact0.851 SJR (2018) Q1, 2/12 Optometry; Q2, 35/126 Ophthalmologyspa
dc.description.impactNo data IDR 2018spa
dc.description.sponsorshipSin financiaciónspa
dc.identifier.citationPortela-Camino, J. A., Martín-González, S., Ruiz-Alcocer, J., Illarramendi-Mendicute, I., & Garrido-Mercado, R. (2018). A Random Dot Computer Video Game Improves Stereopsis. Optometry and Vision Science, 95(6), 523–535. https://doi.org/10.1097/OPX.0000000000001222spa
dc.identifier.doi10.1097/OPX.0000000000001222
dc.identifier.issn1040-5488
dc.identifier.issn1538-9235
dc.identifier.urihttp://hdl.handle.net/11268/8639
dc.language.isoengspa
dc.peerreviewedSispa
dc.rights.accessRightsrestricted accessspa
dc.subject.uemOftalmologíaspa
dc.subject.uemVideojuegosspa
dc.subject.unescoOftalmologíaspa
dc.subject.unescoVídeojuegospa
dc.titleA Random Dot Computer Video Game Improves Stereopsisspa
dc.typejournal articlespa
dspace.entity.typePublication
relation.isAuthorOfPublication49c11cd7-8122-4e1b-a814-94ac44f3928e
relation.isAuthorOfPublication.latestForDiscovery49c11cd7-8122-4e1b-a814-94ac44f3928e

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