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Effect of Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.

Effect of Training Using Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05956938
Enrollment
30
Registered
2023-07-24
Start date
2024-01-05
Completion date
2024-11-26
Last updated
2026-02-17

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

Conditions

Visual Acuity

Keywords

Dynamic visual acuity, Action video games, Stroboscopic glasses

Brief summary

The study aims to observe the possible improvement of performance in dynamic visual acuity (DVA), in terms of speed and trajectory, comparing training using action video games and strobe glasses. The results will allow us to understand which visual training is more beneficial for improving dynamic visual acuity in athletes.

Detailed description

During the last years there have been several investigations related to the effect of action video games (VA) on the visual system, specifically perceptual and cognitive processes. These investigations indicate that playing VA can be a powerful tool for improving visuo-spatial attention, visuo-motor control, and reaction time. On the other hand, certain studies indicate that the use of stroboscopic glasses can help improve sports performance, and especially dynamic visual acuity , as well as various visual performance skills. The study aims to observe the possible improvement of performance in dynamic visual acuity (DVA), in terms of speed and trajectory, comparing training using action video games and strobe glasses. The results will allow us to understand which visual training is more beneficial for improving dynamic visual acuity in athletes.

Interventions

A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account a gradual increase in the difficulty of the task, divided into three visuomotor and anticipation components (ball size, type of trajectory and distance from the stimulus). The training sessions will consist of 2 series, and will be based on passing a ball between two people. Every 60 passes the flicker level of the glasses will increase, starting with level 1 (6hz) and ending at level 6 (1.75hz)

DEVICEAction Video Game

A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account an increase in the difficulty of the task gradually based on the nature of the video game. The video game selected will be ContraIII: Alien Wars, from the Nintendo Mini Classic console.

Sponsors

Universitat Politècnica de Catalunya
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
TREATMENT
Masking
SINGLE (Investigator)

Eligibility

Sex/Gender
ALL
Age
18 Years to 39 Years
Healthy volunteers
Yes

Inclusion criteria

* No strabismus and/or amblyopia. * Not presenting accommodative difficulties or difficulties in ocular convergence.

Exclusion criteria

* Presence of amblyopia and strabismus, accommodative insufficiency, convergence insufficiency * Be federated in any sport in which they train more than 3 hours a week in the past and previous year (1 year ago) from the day of the experimental measurements.

Design outcomes

Primary

MeasureTime frameDescription
Dynamic Visual AcuityBefore the interventionDynamic Visual Acuity 1.0 m/s and contrast 100%

Secondary

MeasureTime frameDescription
Posner taskBefore the interventionChange of attention
Go - No - Go taskBefore the interventionSelective attention and response control
Multiple object tracking (MOT)Before the interventionSimultaneously monitor multiple moving objects.

Countries

Spain

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 18, 2026