Using Eye Tracking to Measure Video Game-Assisted Therapy for Improved Visual Outcomes in Pediatric Strabismus: Randomized Control Trial.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-05-25 DOI:10.2196/66538
Ahmad F Klaib
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引用次数: 0

Abstract

Background: Strabismus, commonly known as crossed eyes, is a condition characterized by the misalignment of the eyes, leading to impaired binocular vision and depth perception. Traditional management often involves occlusion therapy, which can be hindered by poor compliance. Video game therapy has emerged as a promising adjunct to traditional treatments, potentially improving compliance and directly stimulating visual and cognitive functions.

Objective: This study compares the effectiveness of traditional occlusion therapy with and without the addition of video game therapy in improving visual outcomes among children with strabismus.

Methods: This randomized, controlled clinical trial included 30 children aged 5 to 10 years diagnosed with various types of strabismus. Participants were randomly assigned to 2 groups: the control group (eye patching alone) and the treatment group (eye patching combined with video game therapy). The intervention lasted 3 months, with data collected at baseline and after the treatment. Primary outcomes included visual acuity, angle of deviation, and stereoacuity, while fixation stability was measured using the Tobii eye tracker. Data were analyzed using paired 2-tailed t tests, independent 2-tailed t tests, Mann-Whitney U tests, and multivariate analysis of variance, with a significance level set at P<.05.

Results: The treatment group showed significant improvements across all measured outcomes. Visual acuity improved significantly in both the amblyopic (P<.001) and fellow or nonamblyopic eyes (P<.001). The angle of deviation decreased (P<.001), and stereoacuity improved (P<.001). Fixation stability, as measured by the eye tracker, also showed significant improvement and was higher in the treatment group (mean 2.87, SD 0.56 seconds) compared with the control group (mean 1.88, SD 0.42 seconds; P<.001). The control group, which received only eye patching, also exhibited significant improvements, though to a lesser extent. Posttreatment visual acuity in the amblyopic eye was significantly better in the treatment group compared to the control group (P<.001), with similar results for the fellow or nonamblyopic eye (P<.001). Stereoacuity also showed superior improvement in the treatment group (P=.01). Fixation stability was significantly better in the treatment group (P<.001), and multivariate analysis of variance indicated a highly significant overall difference between the 2 groups across multiple outcomes (P<.001).

Conclusions: The combination of traditional eye patching with video game therapy significantly enhances treatment outcomes in children with strabismus, particularly in improving visual acuity, stereoacuity, and fixation stability. While both interventions effectively reduce the angle of deviation, video game therapy offers additional benefits by engaging in and improving the functional aspects of vision. These findings suggest that incorporating video game therapy into traditional treatment regimens could lead to more effective and engaging interventions for pediatric strabismus, potentially improving compliance and long-term outcomes. Future research should focus on understanding the underlying mechanisms and optimizing therapy for diverse patient populations.

使用眼动追踪测量视频游戏辅助治疗对儿童斜视视力改善的效果:随机对照试验。
背景:斜视,通常被称为斗鸡眼,是一种以眼睛不对齐为特征的疾病,导致双眼视觉和深度感知受损。传统的治疗通常包括闭塞治疗,这可能会因依从性差而受到阻碍。电子游戏疗法已经成为传统疗法的一种很有前途的辅助疗法,有可能提高依从性,并直接刺激视觉和认知功能。目的:本研究比较传统的闭塞治疗与不加电子游戏治疗在改善斜视儿童视力方面的效果。方法:本随机对照临床试验纳入30例5 ~ 10岁诊断为不同类型斜视的儿童。参与者被随机分为两组:对照组(单独贴眼)和治疗组(贴眼结合电子游戏治疗)。干预持续3个月,在基线和治疗后收集数据。主要结果包括视力、偏差角和立体视敏度,同时使用Tobii眼动仪测量固定稳定性。使用配对双尾t检验、独立双尾t检验、Mann-Whitney U检验和多变量方差分析对数据进行分析,显著性水平设置为结果:治疗组在所有测量结果中均显示显着改善。结论:传统的眼罩与电子游戏治疗相结合可显著提高斜视儿童的治疗效果,特别是在提高视力、立体视敏度和注视稳定性方面。虽然这两种干预措施都有效地减少了偏离角度,但电子游戏疗法通过参与和改善视觉功能方面提供了额外的好处。这些发现表明,将电子游戏疗法纳入传统的治疗方案可能会对儿童斜视产生更有效和更有吸引力的干预,可能会提高依从性和长期结果。未来的研究应侧重于了解潜在的机制,并针对不同的患者群体优化治疗。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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