Yang Hee Kyung, Kim Dong Hyun, Kim Je Hyun, Whangbo Taeg Keun, Hwang Jeong-Min
Department of Ophthalmology, Seoul National University College of Medicine, Seoul National University Bundang Hospital, 82, Gumiro 173Beon-gil, Bundang-gu, Seongnam, Gyeonggi-do, 13620, Republic of Korea.
IT Department, Gachon University, 1342 Seongnamdaero, Sujeong-gu, Seongnam, Gyeonggi-do, 13120, Republic of Korea.
Sci Rep. 2025 Feb 5;15(1):4317. doi: 10.1038/s41598-024-78088-w.
To evaluate the effects of orthoptic training using a virtual reality (VR) head-mounted display game in patients with intermittent exotropia (IXT), a prospective, randomized, double-blind study was performed in 62 patients ≥ 13 years with IXT of ≥ 8 prism diopters (∆) and with a near ≥ distance angle, i.e., basic type and convergence insufficiency-type IXT. Patients were randomly assigned to a video-game group that induced convergence (exercise group) and a placebo-game group not inducing convergence (control group), and completed the program 15 min/day for 4 weeks. Subjective symptom scores, angle of exodeviation, near point of convergence, stereoacuity, fusional control scores using the Newcastle Control Score (NCS) and the Office Control Score (OCS) were noted. Outcome measures were assessed after 4 weeks, and re-evaluated after a washout period of 4 weeks. After using the VR game for 4 weeks, the near angle of exodeviation significantly decreased from 29.6 ± 9.5∆ to 25.3 ± 9.0∆ in the exercise group (p < 0.001), which was still maintained after 4 weeks of discontinuation (p = 0.008). There were no significant differences in the near angle of exodeviation in the control group at either the 4- or 8-week visits (p = 0.075, 0.093, respectively). The fusional control scores of the NCS and OCS significantly improved at the 4-week (p = 0.001, 0.003, respectively) and 8-week visits (p = 0.004, < 0.001, respectively) only in the exercise group. In conclusion, orthoptic training using a VR game improved the near angle of exodeviation and fusional control scores in IXT.
为评估使用虚拟现实(VR)头戴式显示器游戏进行视轴矫正训练对间歇性外斜视(IXT)患者的影响,我们对62例年龄≥13岁、IXT度数≥8棱镜度(∆)且近距≥远距斜视角,即基本型和集合不足型IXT的患者进行了一项前瞻性、随机、双盲研究。患者被随机分为诱导集合的视频游戏组(运动组)和不诱导集合的安慰剂游戏组(对照组),并每天完成15分钟的训练计划,持续4周。记录主观症状评分、外斜视角度、集合近点、立体视锐度、使用纽卡斯尔控制评分(NCS)和办公室控制评分(OCS)的融合控制评分。4周后评估结果指标,并在4周的洗脱期后重新评估。在运动组中,使用VR游戏4周后,近距外斜视角度从29.6±9.5∆显著降至25.3±9.0∆(p<0.001),在停止使用4周后仍保持这一效果(p=0.008)。在4周或8周随访时,对照组的近距外斜视角度均无显著差异(分别为p=0.075、0.093)。仅在运动组中,NCS和OCS的融合控制评分在4周(分别为p=0.001、0.003)和8周随访时(分别为p=0.004、<0.001)显著改善。总之,使用VR游戏进行视轴矫正训练可改善IXT患者的近距外斜视角度和融合控制评分。