Skip to content

Impact of Different Types of Virtual Reality Games on Motion Sickness and Ocular in Adults: A Pilot Study

Impact of Different Types of Virtual Reality Games on Motion Sickness and Ocular in Adults: A Pilot Study

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06354309
Enrollment
38
Registered
2024-04-09
Start date
2023-08-01
Completion date
2023-10-20
Last updated
2025-06-03

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

Conditions

Amblyopia, Dry Eye, Motion Sickness

Keywords

Visual function training, Amblyopia, Virtual reality, Motion Sickness, Dry eye

Brief summary

The research project titled The Impact of Immersive Virtual Reality Training on Adult: Motion Sickness, and Ocular Surface: A Pilot Study aimed to evaluate the initial safety impact of head-mounted virtual reality (HMVR) devices with virtual reality amblyopia training games on postural stability, motion sickness, and ocular surface in healthy adult participants. 38 adults (76 eyes) with normal corrected vision and stereo vision were recruited. All subjects used HMVR device for two consecutive training sessions (30 minutes each, 10 minutes intervals). Before training, after the first training and the second training, recorded the results including best corrected visual acuity (BCVA), ocular position, stereo vision, postural stability, non-invasive tear breakup time (NITBUT), tear meniscus height (TMH), red eye analysis, lipid layer classification (TFLL), eye blink frequency, eye surface temperature, simulator sickness questionnaire (SSQ) score, ocular surface disease index (OSDI) dry eye questionnaire score, visual quality questionnaire score and visual fatigue questionnaire score.

Detailed description

1. Title: The Impact of Immersive Virtual Reality Training on Adult: Motion Sickness, and Ocular Surface: A Pilot Study. 2. Purpose: To evaluate the initial safety impact of head-mounted virtual reality (HMVR) devices with virtual reality amblyopia training games on postural stability, motion sickness, and ocular surface in healthy adult participants. 3. Methods: A total of 38 healthy adult volunteers (18 males, 20 females) aged 18-42 years old were recruited from Shenyang He Eye Specialist Hospital from July to August 2023. Inclusion criteria: age ≥18 years; BCVA \>=1.0; Titmus is between 40-60 . Exclusion criteria: history of eye surgery and trauma within 3 months; Active eye problems; Pregnancy or lactation; Those who were determined by the investigator to be unsuitable for this study. This study was approved by the Ethics Committee of Shenyang He Eye Specialist Hospital (IRB(2023)K023.01). 3.1Research equipment Pico VR all-in-one (Neo2 Lite, Hainan Creative Vision Future Technology Co., LTD., China (referred to as PICO) is a VR headset, which is used together with BeiShiYou visual function training software (BV-2, Shenyang BeiYou Technology Co., LTD., referred to as BeiShiYou) 3.2 Procedure The procedure was divided into four steps: A. Sign the informed consent. B. First ophthalmic examination (diopter, BCVA, ocular position, stereo vision, postural stability, non-invasive tear breakup time, tear meniscus height, red eye analysis, lipid layer classification, eye blink frequency, eye surface temperature) and questionnaires survey (simulator sickness questionnaire, semans balance disorder scale, ocular surface disease index dry eye questionnaire, visual quality questionnaire and visual fatigue questionnaire). C. Conduct the first VR headset game training for 30 minutes, and then conduct the second eye examination and questionnaire survey above. D. Conduct the second VR headset game training for 30 minutes, and then conduct the third eye examination and questionnaire survey above (Figure 2). 3.3 Observation Indicators includes Simulator sickness questionnaire (SSQ), Postural stability, Non-invasive tear breakup time (NITBUT), Tear meniscus height, Lipid layer classification, Eye blink frequency, Central ocular surface temperature, Dry eye questionnaire score, Visual quality questionnaire score, Visual fatigue score.

Interventions

Pre and post control study after use virtual reality game

Sponsors

He Eye Hospital
Lead SponsorOTHER

Study design

Allocation
NA
Intervention model
SINGLE_GROUP
Primary purpose
OTHER
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
18 Years to 50 Years
Healthy volunteers
Yes

Inclusion criteria

* Age \>= 18 * Best vision \>=1.0 * Titmus is between 40s and 60s

Exclusion criteria

* History of eye surgery and trauma within 3 months * Active eye diseases * Pregnancy and lactation period * Allergic to fluorescein sodium * The researcher determined that the subjects were not suitable for this study

Design outcomes

Primary

MeasureTime frameDescription
Simulator Sickness Questionnaire ScoreBaseline, 30min, 60minRecord the simulator sickness questionnaire score after use virtual reality game

Secondary

MeasureTime frameDescription
Visual fatigue questionnaire scoreBaseline, 30min, 60minRecord with visual fatigue questionaire
Postural stabilityBaseline, 30min, 60minRecord the postural stability level after use virtual reality game
Non-invasive tear breakup timeBaseline, 30min, 60minCheck with Eye Surface Analyzer (OCULUS, Germany)
Tear meniscus heightBaseline, 30min, 60minCheck with Eye Surface Analyzer (OCULUS, Germany)
Visual quality questionnaire scoreBaseline, 30min, 60minRecord with visual quality questionnaire
Eye blink frequencyBaseline, 30min, 60minCollect the blink frequency with DJI Pocket 2 Creator Combo (Shenzhen DJI Innovation Technology Co., LTD.)
Eye surface temperatureBaseline, 30min, 60minCollect eye surface temperature with Flir ONE Pro mobile phone Infrared thermal camera for Apple IOS (Teledyne FLIR, USA)
Ocular surface disease index dry eye questionnaire scoreBaseline, 30min, 60minRecord with OSDI questionaire
Lipid layer classificationBaseline, 30min, 60minCheck with DR-1 dry eye measurement

Countries

China

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026