School of Optometry and Vision Science, The University of New South Wales, Sydney, Australia.
Department of Computing, Macquarie University, Sydney, Australia.
Clin Exp Optom. 2020 Nov;103(6):870-876. doi: 10.1111/cxo.13057. Epub 2020 Mar 22.
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.
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.
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 = 38.32, p < 0.0001), near positive fusional reserves break (F = 21.94, p < 0.0001) and recovery (F = 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.
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.
集合不足可以通过旨在增加集合的视觉练习来治疗,同时保持单眼、清晰、双眼视觉。然而,由于患者在症状开始改善并在治疗完成之前停止治疗,因此治疗的依从性是一个问题。本研究的目的是评估游戏化视觉训练的可行性:(a) 治疗集合不足;(b) 与常规治疗相比,在六周的治疗期间提高治疗的依从性。
评估红/蓝立体镜和虚拟现实蛇类游戏两种干预措施在治疗成人集合不足方面的有效性。规定的训练方案为 20 分钟,每周三次,共六周。在治疗前后评估视力。参与者还填写了游戏体验核心要素问卷,以评估游戏设计对依从性的影响。
18 名参与者(平均年龄 20.8 ± 1.8 岁)符合集合不足的纳入标准,9 名参与者被随机分配到每个干预组。重复测量方差分析显示,近点集合(F = 38.32,p < 0.0001)、近正融像储备突破(F = 21.94,p < 0.0001)和恢复(F = 26.87,p < 0.0001)的访问具有显著的效果,但干预类型没有效果。虚拟现实蛇类游戏的总游戏时间明显长于红/蓝立体镜干预(p < 0.0001),分别表示依从性为 82%和 51%。
虚拟现实环境中的视觉训练游戏化是可行的,并且与依从性的提高相关,因此可能是治疗集合不足的一种有用策略。