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Investigating compliance and effectiveness of gamified and conventional vision training for people with convergence insufficiency.

Investigating compliance and effectiveness of gamified virtual reality and conventional training for people with convergence insufficiency.

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12619001476123
Enrollment
18
Registered
2019-10-24
Start date
2017-08-10
Completion date
2017-09-14
Last updated
2019-10-28

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

To determine whether a virtual reality (VR) game of snakes can improve the ability of people with convergence problems to converge as compared to conventional clinical method, and whether is can improve the compliance to treatment. Young adults with convergence problems were pseudo-randomly treated with either the VR Snake game or conventional therapy for three 20 minute sessions per week for 6 weeks. Compliance was assessed as time spent completing the training activities.

Interventions

Materials - Computerised virtual reality gaming head set with software for convergence insufficiency training in the form of a game of Snakes. The prescribed training regimen was 20 minutes, 3 times per week for 6 weeks. Participants were instructed to spend half the time in the converged position (where the two eyes are pointed inwards towards the nose, achieved by making the right eye image appear to the left and the left eye image appear to the right) and half the time in the diverged positio

Materials - Computerised virtual reality gaming head set with software for convergence insufficiency training in the form of a game of Snakes. The prescribed training regimen was 20 minutes, 3 times per week for 6 weeks. Participants were instructed to spend half the time in the converged position (where the two eyes are pointed inwards towards the nose, achieved by making the right eye image appear to the left and the left eye image appear to the right) and half the time in the diverged position (where the two eyes are pointed away from the nose achieved by making the right eye image appear to the left and the left eye image appear to the right) and to progressively increase the difficulty level whenever they felt the game became too easy. The task was the game of snakes (where a snake eats items and grows progressively longer and must avoid hitting its own growing body or the wall). The following modification enabled it to train convergence: items were cubes scattered on a sandpit with arrows drawn on them and the snake must eat the cubes from the correct approach direction as indicated by the arrows. Half the arrow was presented to the right eye view and the other half of the arrow was presented to the left eye view. Therefore, the participant must use both eyes to see the whole arrow and to correctly determine the approach angle. For patients who could not view both halves of the arrow, patients could lower the contrast of the half that is seen until the other half is visible, due to decreased suppression of one eye's view over the other eye's view. Patients control the movement of the snake using arrow keys on a regular computer keyboard. Patients change settings also using keys on a regular computer keyboard. Difficulty level was increased in 3 ways. Firstly by the game mechanics (must avoid the gradually increasing body length of the snake), by increasing the velocity of the snake and by increasing the level of convergence and divergence. Adherence was monitored by firstly observing whether the participant could carry out the tasks correctly after training, then assigning unique log ins to each participant and the computer software logging time spent in training and the settings used the participant for training. A phone number of the researcher who did the training was provided in case of difficulties next to the equipment, which was located in a university research laboratory that was left unlocked during business hours. Written instructions were also provided next to the equipment. Treatment assignment was determined by alternating the intervention based on the time of enrolment, however this was not the same as visit 1 hence it was not possible for the researcher assigned to assessing function before and after the intervention to predict the intervention on this basis. Care was taken so that there was no other identifying information of intervention in the record sheets of the participants.

Sponsors

University of New South Wales
Lead SponsorUniversity

Study design

Allocation
Non-randomised trial
Intervention model
Parallel
Primary purpose
Treatment
Masking
Blinded (masking used) (Outcomes Assessor)

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

Participant inclusion criteria were (1) aged at least 18 years, (2) visual acuity of at least 0.1 logMAR vision in both eyes, (3) less than 0.1 logMAR difference in visual acuity between eyes and (4) a diagnosis of convergence insufficiency, defined as showing at least one of the following signs: near exophoria greater than or equal to 4 prism diopters (PD) larger than far exophoria, near point of convergence break of greater than or equal to 6 cm, insufficient positive fusional reserves (PFR) at near (defined as PFR break or blur less than 2 times the near phoria), or PFR break less than or equal to 15 PD.

Exclusion criteria

Exclusion criteria were having a history of extraocular muscle surgery, strabismus, amblyopia, significant under-correction with current spectacles (defined as greater than or equal to 0.75DS undercorrection for myopes; greater than or equal to 1.00DS undercorrection for hyperopes; greater than or equal to 1.00DC undercorrection for astigmatism per eye) and no diagnosis of convergence insufficiency.

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026