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An Active Approach to Treat Amblyopia: Video Game Play

Does Video Game Play Induce Plasticity in the Visual System of Adults With Amblyopia?

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT01223716
Enrollment
20
Registered
2010-10-19
Start date
2004-12-31
Completion date
2009-12-31
Last updated
2016-05-17

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

Conditions

Amblyopia

Keywords

amblyopia treatment, neural plasticity, perceptual learning, vision therapy, spatial vision, video games, occlusion therapy

Brief summary

Amblyopia, a developmental abnormality that impairs spatial vision, is a major cause of vision loss, resulting in reduced visual acuity and reduced sensitivity to contrast. This study uses psychophysical measures to study neural plasticity in adults with amblyopia.

Detailed description

Amblyopia, a developmental abnormality that impairs spatial vision, is a major cause of vision loss, resulting in reduced visual acuity and reduced sensitivity to contrast. Our previous findings (see CITATIONS) show that the adult amblyopic brain is still plastic and malleable, suggesting that active approach is potential useful in treating amblyopia. The goal of this project is to assess the limits and mechanisms of neural plasticity in amblyopic spatial vision. This study uses psychophysical measures to study neural plasticity in adults with amblyopia. Research participants will be asked to play video games with the amblyopic eye for a period of time. A range of visual functions will be monitored during the course of treatment.

Interventions

Research participants will be asked to practice a visual discrimination task (e.g. position acuity, contrast sensitivity, stereoacuity etc) in our laboratory for a period of time (2 hrs/day, 5 days/week).

BEHAVIORALVideo Game

Research participants will be asked to play off-the-shelf video games in our laboratory for a period of time (2 hrs/day, 5 days/week).

BEHAVIORALCrossover (Occlusion therapy + Video Game)

Phase 1. Research participants will be required to cover the good eye during the day in order to push the brain to use the amblyopic eye (2 hrs/day, 5 days/week for 2-4 weeks). Phase 2. Research participants will be required to cover the good eye during the day in order to push the brain to use the amblyopic eye (2 hrs/day, 5 days/week for 2-4 weeks).

Sponsors

National Eye Institute (NEI)
CollaboratorNIH
University of California, Berkeley
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
BASIC_SCIENCE
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
5 Years to 75 Years
Healthy volunteers
Yes

Inclusion criteria

* Adults with amblyopia (Age \>15 years) * Amblyopia: interocular visual acuity difference of at least 0.1 logMAR * All forms of amblyopia: Strabismic, anisometropic, refractive, deprivative, meridional amblyopia

Exclusion criteria

* Any ocular pathological conditions (eg macula abnormalities, glaucoma), nystagmus

Design outcomes

Primary

MeasureTime frameDescription
Amblyopic vision9 monthsImprovement in amblyopic vision : visual acuity and stereoacuity

Secondary

MeasureTime frameDescription
Spatial vision9 monthsImprovement in spatial vision (positional acuity and spatial attention)
Temporal vision9 monthsImprovement in temporal processing and temporal vision (attentional blink)

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Mar 28, 2026