Trial Outcomes & Findings for Binocular Dig Rush Game Treatment for Amblyopia (NCT NCT02983552)

NCT ID: NCT02983552

Last Updated: 2021-06-11

Results Overview

The primary objective is to compare the efficacy of 4 weeks of treatment with 1 hour/day of binocular game play 5 days per week plus spectacle correction to treatment with spectacle correction alone (control). Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the older cohort, the level of VA is measured as letter scores (approximate range: 0 to 97 letters, lower scores indicate poorer VA) and change in VA from baseline is measured in letters (positive values indicate improvement), defined as the difference in letter scores between enrollment and follow-up. Adjusted values have been adjusted for amblyopic-eye visual acuity at randomization.

Recruitment status

COMPLETED

Study phase

NA

Target enrollment

320 participants

Primary outcome timeframe

Baseline and 4 weeks

Results posted on

2021-06-11

Participant Flow

138 is the number of subjects from the older cohort study. 182 is the number of subjects from the younger cohort.

Participant milestones

Participant milestones
Measure
Binocular Computer Game Treatment- Older Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction- Older Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment- Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction- Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Overall Study
STARTED
69
69
92
90
Overall Study
4 Week Visit
69
67
85
84
Overall Study
8 Week Visit
67
68
85
84
Overall Study
16 Week Visit
0
66
0
72
Overall Study
COMPLETED
69
67
92
90
Overall Study
NOT COMPLETED
0
2
0
0

Reasons for withdrawal

Withdrawal data not reported

Baseline Characteristics

Binocular Dig Rush Game Treatment for Amblyopia

Baseline characteristics by cohort

Baseline characteristics by cohort
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=69 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=92 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=90 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Total
n=320 Participants
Total of all reporting groups
Age, Categorical
<=18 years
69 Participants
n=5 Participants
69 Participants
n=7 Participants
92 Participants
n=5 Participants
90 Participants
n=4 Participants
320 Participants
n=21 Participants
Age, Categorical
Between 18 and 65 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
0 Participants
n=21 Participants
Age, Categorical
>=65 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
0 Participants
n=21 Participants
Age, Continuous
9.6 years
STANDARD_DEVIATION 1.6 • n=5 Participants
9.6 years
STANDARD_DEVIATION 1.5 • n=7 Participants
5.8 years
STANDARD_DEVIATION 0.7 • n=5 Participants
5.7 years
STANDARD_DEVIATION 0.7 • n=4 Participants
7.4 years
STANDARD_DEVIATION 2.2 • n=21 Participants
Age, Customized
Age Range · 7 to <10 years
45 Participants
n=5 Participants
45 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
90 Participants
n=21 Participants
Age, Customized
Age Range · 10 to <13 years
24 Participants
n=5 Participants
24 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
48 Participants
n=21 Participants
Age, Customized
Age Range · 4 to <5 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
12 Participants
n=5 Participants
17 Participants
n=4 Participants
29 Participants
n=21 Participants
Age, Customized
Age Range · 5 to <6 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
39 Participants
n=5 Participants
41 Participants
n=4 Participants
80 Participants
n=21 Participants
Age, Customized
Age Range · 6 to <7 years
0 Participants
n=5 Participants
0 Participants
n=7 Participants
41 Participants
n=5 Participants
32 Participants
n=4 Participants
73 Participants
n=21 Participants
Sex: Female, Male
Female
30 Participants
n=5 Participants
35 Participants
n=7 Participants
50 Participants
n=5 Participants
46 Participants
n=4 Participants
161 Participants
n=21 Participants
Sex: Female, Male
Male
39 Participants
n=5 Participants
34 Participants
n=7 Participants
42 Participants
n=5 Participants
44 Participants
n=4 Participants
159 Participants
n=21 Participants
Race/Ethnicity, Customized
White
50 Participants
n=5 Participants
55 Participants
n=7 Participants
75 Participants
n=5 Participants
74 Participants
n=4 Participants
254 Participants
n=21 Participants
Race/Ethnicity, Customized
Black/African American
3 Participants
n=5 Participants
2 Participants
n=7 Participants
2 Participants
n=5 Participants
5 Participants
n=4 Participants
12 Participants
n=21 Participants
Race/Ethnicity, Customized
Hispanic
9 Participants
n=5 Participants
8 Participants
n=7 Participants
12 Participants
n=5 Participants
8 Participants
n=4 Participants
37 Participants
n=21 Participants
Race/Ethnicity, Customized
Asian
6 Participants
n=5 Participants
1 Participants
n=7 Participants
1 Participants
n=5 Participants
2 Participants
n=4 Participants
10 Participants
n=21 Participants
Race/Ethnicity, Customized
More than one race
1 Participants
n=5 Participants
2 Participants
n=7 Participants
2 Participants
n=5 Participants
1 Participants
n=4 Participants
6 Participants
n=21 Participants
Race/Ethnicity, Customized
Unknown/not reported
0 Participants
n=5 Participants
1 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
1 Participants
n=21 Participants
Prior Amblyopia Treatment
None
4 Participants
n=5 Participants
2 Participants
n=7 Participants
33 Participants
n=5 Participants
32 Participants
n=4 Participants
71 Participants
n=21 Participants
Prior Amblyopia Treatment
Patching
34 Participants
n=5 Participants
36 Participants
n=7 Participants
39 Participants
n=5 Participants
40 Participants
n=4 Participants
149 Participants
n=21 Participants
Prior Amblyopia Treatment
Atropine
0 Participants
n=5 Participants
1 Participants
n=7 Participants
2 Participants
n=5 Participants
2 Participants
n=4 Participants
5 Participants
n=21 Participants
Prior Amblyopia Treatment
Patching/Atropine
26 Participants
n=5 Participants
21 Participants
n=7 Participants
15 Participants
n=5 Participants
15 Participants
n=4 Participants
77 Participants
n=21 Participants
Prior Amblyopia Treatment
Patching/Other
3 Participants
n=5 Participants
2 Participants
n=7 Participants
1 Participants
n=5 Participants
1 Participants
n=4 Participants
7 Participants
n=21 Participants
Prior Amblyopia Treatment
Patching/Atropine/Other
2 Participants
n=5 Participants
7 Participants
n=7 Participants
2 Participants
n=5 Participants
0 Participants
n=4 Participants
11 Participants
n=21 Participants
Prior Binocular Treatment
1 Participants
n=5 Participants
4 Participants
n=7 Participants
0 Participants
n=5 Participants
0 Participants
n=4 Participants
5 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/160
2 Participants
n=5 Participants
2 Participants
n=7 Participants
2 Participants
n=5 Participants
3 Participants
n=4 Participants
9 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/125
3 Participants
n=5 Participants
3 Participants
n=7 Participants
7 Participants
n=5 Participants
3 Participants
n=4 Participants
16 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/100
8 Participants
n=5 Participants
8 Participants
n=7 Participants
3 Participants
n=5 Participants
4 Participants
n=4 Participants
23 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/80
10 Participants
n=5 Participants
17 Participants
n=7 Participants
9 Participants
n=5 Participants
9 Participants
n=4 Participants
45 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/63
19 Participants
n=5 Participants
14 Participants
n=7 Participants
24 Participants
n=5 Participants
24 Participants
n=4 Participants
81 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/50
11 Participants
n=5 Participants
10 Participants
n=7 Participants
27 Participants
n=5 Participants
26 Participants
n=4 Participants
74 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/40
16 Participants
n=5 Participants
15 Participants
n=7 Participants
19 Participants
n=5 Participants
19 Participants
n=4 Participants
69 Participants
n=21 Participants
Distance Amblyopic-eye VA (Letter Score)
20/200
0 Participants
n=5 Participants
0 Participants
n=7 Participants
1 Participants
n=5 Participants
2 Participants
n=4 Participants
3 Participants
n=21 Participants
Distance Amblyopic-eye VA
0.50 logMAR
STANDARD_DEVIATION 0.16 • n=5 Participants
0.52 logMAR
STANDARD_DEVIATION 0.16 • n=7 Participants
0.48 logMAR
STANDARD_DEVIATION 0.16 • n=5 Participants
0.48 logMAR
STANDARD_DEVIATION 0.17 • n=4 Participants
0.49 logMAR
STANDARD_DEVIATION 0.16 • n=21 Participants
Distance Fellow-eye VA
-0.058 logMAR
STANDARD_DEVIATION 0.079 • n=5 Participants
-0.058 logMAR
STANDARD_DEVIATION 0.074 • n=7 Participants
0.002 logMAR
STANDARD_DEVIATION 0.083 • n=5 Participants
-0.003 logMAR
STANDARD_DEVIATION 0.085 • n=4 Participants
-0.025 logMAR
STANDARD_DEVIATION 0.086 • n=21 Participants
Interocular Difference (Lines)
5.57 Lines
STANDARD_DEVIATION 1.83 • n=5 Participants
5.75 Lines
STANDARD_DEVIATION 1.86 • n=7 Participants
4.80 Lines
STANDARD_DEVIATION 4.86 • n=5 Participants
1.71 Lines
STANDARD_DEVIATION 1.70 • n=4 Participants
5.19 Lines
STANDARD_DEVIATION 1.81 • n=21 Participants
Stereoacuity: Nil
33 Participants
n=5 Participants
33 Participants
n=7 Participants
29 Participants
n=5 Participants
28 Participants
n=4 Participants
123 Participants
n=21 Participants
Stereoacuity (Seconds of Arc)
2000 Seconds of Arc
n=5 Participants
2000 Seconds of Arc
n=7 Participants
800 Seconds of Arc
n=5 Participants
800 Seconds of Arc
n=4 Participants
2000 Seconds of Arc
n=21 Participants
Amblyopia Cause
Strabismus
15 Participants
n=5 Participants
11 Participants
n=7 Participants
15 Participants
n=5 Participants
15 Participants
n=4 Participants
56 Participants
n=21 Participants
Amblyopia Cause
Anisometropia
27 Participants
n=5 Participants
39 Participants
n=7 Participants
61 Participants
n=5 Participants
54 Participants
n=4 Participants
181 Participants
n=21 Participants
Amblyopia Cause
Combined-mechanism
27 Participants
n=5 Participants
19 Participants
n=7 Participants
16 Participants
n=5 Participants
21 Participants
n=4 Participants
83 Participants
n=21 Participants
Distance SPCT: Maximum angle of deviation
Orthotropic
47 Participants
n=5 Participants
50 Participants
n=7 Participants
73 Participants
n=5 Participants
76 Participants
n=4 Participants
246 Participants
n=21 Participants
Distance SPCT: Maximum angle of deviation
1 to 4 prism diopters
18 Participants
n=5 Participants
15 Participants
n=7 Participants
15 Participants
n=5 Participants
11 Participants
n=4 Participants
59 Participants
n=21 Participants
Distance SPCT: Maximum angle of deviation
5 to 9 prism diopters
2 Participants
n=5 Participants
2 Participants
n=7 Participants
3 Participants
n=5 Participants
2 Participants
n=4 Participants
9 Participants
n=21 Participants
Distance SPCT: Maximum angle of deviation
>=10 prism diopters
2 Participants
n=5 Participants
2 Participants
n=7 Participants
1 Participants
n=5 Participants
1 Participants
n=4 Participants
6 Participants
n=21 Participants
Near SPCT: Maximum angle of deviation
Orthotropic
44 Participants
n=5 Participants
47 Participants
n=7 Participants
72 Participants
n=5 Participants
75 Participants
n=4 Participants
238 Participants
n=21 Participants
Near SPCT: Maximum angle of deviation
1 to 4 prism diopters
25 Participants
n=5 Participants
22 Participants
n=7 Participants
20 Participants
n=5 Participants
15 Participants
n=4 Participants
82 Participants
n=21 Participants
Amblyopic-eye Spherical Equivalent (Diopters)
4.35 Diopters
STANDARD_DEVIATION 2.42 • n=5 Participants
4.40 Diopters
STANDARD_DEVIATION 2.28 • n=7 Participants
4.49 Diopters
STANDARD_DEVIATION 1.75 • n=5 Participants
4.45 Diopters
STANDARD_DEVIATION 2.76 • n=4 Participants
4.43 Diopters
STANDARD_DEVIATION 2.32 • n=21 Participants
Fellow-eye Spherical Equivalent (Diopters)
2.10 Diopters
STANDARD_DEVIATION 2.12 • n=5 Participants
2.22 Diopters
STANDARD_DEVIATION 1.99 • n=7 Participants
2.41 Diopters
STANDARD_DEVIATION 1.67 • n=5 Participants
2.67 Diopters
STANDARD_DEVIATION 1.99 • n=4 Participants
2.38 Diopters
STANDARD_DEVIATION 1.93 • n=21 Participants
Spherical Equivalent Anisometropia (Diopters)
2.29 Diopters
STANDARD_DEVIATION 1.79 • n=5 Participants
2.27 Diopters
STANDARD_DEVIATION 1.62 • n=7 Participants
2.12 Diopters
STANDARD_DEVIATION 1.52 • n=5 Participants
2.25 Diopters
STANDARD_DEVIATION 1.51 • n=4 Participants
2.22 Diopters
STANDARD_DEVIATION 1.59 • n=21 Participants

PRIMARY outcome

Timeframe: Baseline and 4 weeks

The primary objective is to compare the efficacy of 4 weeks of treatment with 1 hour/day of binocular game play 5 days per week plus spectacle correction to treatment with spectacle correction alone (control). Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the older cohort, the level of VA is measured as letter scores (approximate range: 0 to 97 letters, lower scores indicate poorer VA) and change in VA from baseline is measured in letters (positive values indicate improvement), defined as the difference in letter scores between enrollment and follow-up. Adjusted values have been adjusted for amblyopic-eye visual acuity at randomization.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Amblyopic-eye Visual Acuity (VA) Older Cohort
Adjusted
1.3 Letter score
Interval 0.1 to 2.6
1.7 Letter score
Interval 0.4 to 3.0
Mean Change in Amblyopic-eye Visual Acuity (VA) Older Cohort
Unadjusted
1.3 Letter score
Interval 0.1 to 2.6
1.7 Letter score
Interval 0.4 to 3.0

PRIMARY outcome

Timeframe: 4 weeks

Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the older cohort, the level of VA is measured as letter scores (approximate range: 0 to 97 letters, lower scores indicate poorer VA) and change in VA from baseline is measured in letters (positive values indicate improvement), defined as the difference in letter scores between enrollment and follow-up.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Visual Acuity (VA) in Amblyopic-eye (Older Cohort)
26.6 Letter score
Standard Deviation 10.5
28.0 Letter score
Standard Deviation 10.7

PRIMARY outcome

Timeframe: Baseline and 8 weeks

Population: Two participants (1 per group) were not included with the 8-week visual acuity data. One participant in the control treatment group had visual acuity tested using a non-protocol method and another participant in the binocular treatment group completed the 8-week exam outside of the analysis window (49 to \<105 days from randomization).

Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the older cohort, the level of VA is measured as letter scores (approximate range: 0 to 97 letters, lower scores indicate poorer VA) and change in VA from baseline is measured in letters (positive values indicate improvement), defined as the difference in letter scores between enrollment and follow-up.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Amblyopic-eye Visual Acuity (VA) in Older Cohort
Adjusted
2.3 Letters
Interval 0.7 to 3.9
2.4 Letters
Interval 0.8 to 4.0
Mean Change in Amblyopic-eye Visual Acuity (VA) in Older Cohort
Unadjusted
2.3 Letters
Interval 0.6 to 4.0
2.4 Letters
Interval 0.9 to 4.0

PRIMARY outcome

Timeframe: 8 weeks

Population: Two participants (1 per group) were not included with the 8-week visual acuity data. One participant in the control treatment group had visual acuity tested using a non-protocol method and another participant in the binocular treatment group completed the 8-week exam outside of the analysis window (49 to \<105 days from randomization).

Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the older cohort, the level of VA is measured as letter scores (approximate range: 0 to 97 letters, lower scores indicate poorer VA) and change in VA from baseline is measured in letters (positive values indicate improvement), defined as the difference in letter scores between enrollment and follow-up.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Visual Acuity (VA) in Amblyopic-eye (Older Cohort)
25.9 Letter score
Standard Deviation 9.9
27.7 Letter score
Standard Deviation 10.4

PRIMARY outcome

Timeframe: baseline and 4 weeks

The primary objective is to compare the efficacy of 4 weeks of treatment with 1 hour/day of binocular game play 5 days per week plus spectacle correction to treatment with spectacle correction alone (control). Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the younger cohort, the level of VA is measured in logMAR (approximate range: -0.2 to 1.2, lower scores indicate better VA) and change in VA from baseline is measured in logMAR lines (positive values indicate improvement), defined as 10 times the difference in logMAR between enrollment and follow-up. Adjusted values have been adjusted for amblyopic-eye visual acuity at randomization.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Amblyopic-eye Visual Acuity (VA) Younger Cohort
Adjusted
1.0724 logMAR Lines
Interval 0.8 to 1.4
0.6053 logMAR Lines
Interval 0.3 to 0.9
Mean Change in Amblyopic-eye Visual Acuity (VA) Younger Cohort
Unadjusted
1.0706 logMAR Lines
Interval 0.8 to 1.4
0.6071 logMAR Lines
Interval 0.3 to 0.9

PRIMARY outcome

Timeframe: 4 weeks

Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the younger cohort, the level of VA is measured in logMAR (approximate range: -0.2 to 1.2, lower scores indicate better VA) and change in VA from baseline is measured in logMAR lines (positive values indicate improvement), defined as 10 times the difference in logMAR between enrollment and follow-up.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Visual Acuity (VA) in Amblyopic-eye (Younger Cohort)
0.38 LogMAR
Standard Deviation 0.22
0.42 LogMAR
Standard Deviation 0.21

PRIMARY outcome

Timeframe: Baseline and 8 weeks

Population: Two participants (1 per group) were not included with the 8-week visual acuity data. One participant in the control treatment group had visual acuity tested using a non-protocol method and another participant in the binocular treatment group completed the 8-week exam outside of the analysis window (49 to \<105 days from randomization).

Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the younger cohort, the level of VA is measured in logMAR (approximate range: -0.2 to 1.2, lower scores indicate better VA) and change in VA from baseline is measured in logMAR lines (positive values indicate improvement), defined as 10 times the difference in logMAR between enrollment and follow-up.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Amblyopic-eye Visual Acuity (VA) in Younger Cohort
Adjusted
1.2614 logMAR Lines
Interval 1.0 to 1.6
0.9855 logMAR Lines
Interval 0.7 to 1.3
Mean Change in Amblyopic-eye Visual Acuity (VA) in Younger Cohort
Unadjusted
1.2588 logMAR Lines
Interval 1.0 to 1.6
0.9981 logMAR Lines
Interval 0.7 to 1.3

PRIMARY outcome

Timeframe: 8 weeks

Population: Two participants (1 per group) were not included with the 8-week visual acuity data. One participant in the control treatment group had visual acuity tested using a non-protocol method and another participant in the binocular treatment group completed the 8-week exam outside of the analysis window (49 to \<105 days from randomization).

Monocular distance visual acuity (VA) in current refractive correction (if required) in each eye by a certified examiner using the Electronic Early Treatment Diabetic Retinoscopy Study (E-ETDRS) visual acuity protocol for children ≥ 7 years on a study-certified acuity tester displaying single surrounded optotypes. For the analyses in the younger cohort, the level of VA is measured in logMAR (approximate range: -0.2 to 1.2, lower scores indicate better VA) and change in VA from baseline is measured in logMAR lines (positive values indicate improvement), defined as 10 times the difference in logMAR between enrollment and follow-up.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Visual Acuity (VA) in Amblyopic-eye (Younger Cohort)
0.36 LogMAR
Standard Deviation 0.22
0.38 LogMAR
Standard Deviation 0.22

SECONDARY outcome

Timeframe: At 4 weeks

A secondary analysis will estimate the proportion of subjects with amblyopic-eye VA improvement of ≥ 2 logMAR lines (≥ 10 letters if E-ETDRS) at 4 weeks after baseline.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
VA Improvement at 4 Weeks Defined as a Binary Outcome
2 Participants
3 Participants
31 Participants
16 Participants

SECONDARY outcome

Timeframe: At 8 weeks

Population: Of 68 participants in the continued spectacle correction older cohort, only 67 visits were completed in the analysis window.

A secondary analysis will estimate the proportion of subjects with amblyopic-eye VA improvement of ≥ 2 logMAR lines (≥ 10 letters if E-ETDRS) at 8 weeks after baseline.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
VA Improvement at 8 Weeks Defined as a Binary Outcome
5 Participants
6 Participants
35 Participants
25 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: Limited to those with follow-up visits completed within the pre-specified analysis window

Stereoacuity will be tested at near in current refractive correction using the Randot Butterfly and Randot Preschool stereoacuity tests. Stereoacuity scores (measure as seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 seconds of arc (if correct response). Nil was assigned a score of 4000 seconds of arc and was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Stereoacuity Scores at 4 Weeks
40
2 Participants
1 Participants
2 Participants
3 Participants
Distribution of Stereoacuity Scores at 4 Weeks
Missing/Not done
0 Participants
0 Participants
6 Participants
8 Participants
Distribution of Stereoacuity Scores at 4 Weeks
Nil
31 Participants
25 Participants
24 Participants
21 Participants
Distribution of Stereoacuity Scores at 4 Weeks
2000
11 Participants
11 Participants
8 Participants
10 Participants
Distribution of Stereoacuity Scores at 4 Weeks
800
9 Participants
5 Participants
13 Participants
7 Participants
Distribution of Stereoacuity Scores at 4 Weeks
400
7 Participants
6 Participants
10 Participants
15 Participants
Distribution of Stereoacuity Scores at 4 Weeks
200
3 Participants
5 Participants
9 Participants
9 Participants
Distribution of Stereoacuity Scores at 4 Weeks
100
4 Participants
12 Participants
10 Participants
6 Participants
Distribution of Stereoacuity Scores at 4 Weeks
60
2 Participants
2 Participants
3 Participants
5 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: Change was only calculated if data was available at both baseline and 4 week time points. Some baseline data was missing in the younger cohort, leading to the numerical inconsistency.

Stereoacuity was tested at near in current refractive correction. Stereoacuity scores (seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 (if correct response). Nil (4000) was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted. For each visit, stereoacuity scores were ordered and assigned a rank score. Change in stereoacuity was calculated as the difference in ranked score between the enrollment and 4-week stereoacuity scores.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=78 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=73 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Change in Stereoacuity Scores From Baseline
2 or more levels worse
8 Participants
6 Participants
11 Participants
8 Participants
Distribution of Change in Stereoacuity Scores From Baseline
Within 1 level
53 Participants
50 Participants
56 Participants
57 Participants
Distribution of Change in Stereoacuity Scores From Baseline
2 or more levels better
8 Participants
11 Participants
11 Participants
8 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: Limited to those with follow-up visits completed within the pre-specified analysis window

Stereoacuity will be tested at near in current refractive correction using the Randot Butterfly and Randot Preschool stereoacuity tests. Stereoacuity scores (measure as seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 seconds of arc (if correct response). Nil was assigned a score of 4000 seconds of arc and was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Stereoacuity Scores at 8 Weeks
Nil
31 Participants
24 Participants
28 Participants
25 Participants
Distribution of Stereoacuity Scores at 8 Weeks
2000
11 Participants
10 Participants
11 Participants
8 Participants
Distribution of Stereoacuity Scores at 8 Weeks
800
5 Participants
8 Participants
10 Participants
15 Participants
Distribution of Stereoacuity Scores at 8 Weeks
400
4 Participants
2 Participants
9 Participants
12 Participants
Distribution of Stereoacuity Scores at 8 Weeks
200
5 Participants
11 Participants
12 Participants
9 Participants
Distribution of Stereoacuity Scores at 8 Weeks
100
6 Participants
9 Participants
10 Participants
7 Participants
Distribution of Stereoacuity Scores at 8 Weeks
60
2 Participants
3 Participants
2 Participants
3 Participants
Distribution of Stereoacuity Scores at 8 Weeks
40
3 Participants
1 Participants
3 Participants
5 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: Change was only calculated if data was available at both baseline and 4 week time points. Some baseline data was missing in the younger cohort, leading to the numerical inconsistency.

Stereoacuity was tested at near in current refractive correction. Stereoacuity scores (seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 (if correct response). Nil (4000) was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted. For each visit, stereoacuity scores were ordered and assigned a rank score. Change in stereoacuity was calculated as the difference in ranked score between the enrollment and 8-week stereoacuity scores.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=72 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Change in Stereoacuity Scores From Baseline
Within 1 level
53 Participants
51 Participants
65 Participants
54 Participants
Distribution of Change in Stereoacuity Scores From Baseline
2 or more levels worse
6 Participants
3 Participants
8 Participants
3 Participants
Distribution of Change in Stereoacuity Scores From Baseline
2 or more levels better
8 Participants
14 Participants
12 Participants
15 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: Only participants with no history of strabismus are analyzed, as mentioned in the outcome title.

Stereoacuity was tested at near in current refractive correction. Stereoacuity scores (measure as seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 seconds of arc (if correct response). Nil was assigned a score of 4000 seconds of arc and was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=27 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=37 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=58 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=51 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
Nil
8 Participants
7 Participants
11 Participants
8 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
400
5 Participants
4 Participants
8 Participants
10 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
60
2 Participants
1 Participants
3 Participants
4 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
Missing/Not Done
0 Participants
0 Participants
4 Participants
4 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
2000
3 Participants
5 Participants
5 Participants
7 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
800
2 Participants
3 Participants
8 Participants
4 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
200
1 Participants
4 Participants
9 Participants
9 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
100
4 Participants
12 Participants
10 Participants
4 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
40
2 Participants
1 Participants
0 Participants
1 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: Only participants with no history of strabismus are analyzed, as mentioned in the outcome title. Change was only calculated if data was available at both baseline and 4 week time points. Some baseline data was missing in the younger cohort, leading to the numerical inconsistency.

Stereoacuity was tested at near in current refractive correction. Stereoacuity scores (seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 (if correct response). Nil (4000) was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted. For each visit, stereoacuity scores were ordered and assigned a rank score. Change in stereoacuity was calculated as the difference in ranked score between the enrollment and 4-week stereoacuity scores.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=27 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=37 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=54 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=45 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Change in Stereoacuity Scores From Baseline (Participants With no History of Strabismus)
2 or more levels worse
5 Participants
2 Participants
8 Participants
6 Participants
Distribution of Change in Stereoacuity Scores From Baseline (Participants With no History of Strabismus)
Within 1 level
17 Participants
27 Participants
37 Participants
34 Participants
Distribution of Change in Stereoacuity Scores From Baseline (Participants With no History of Strabismus)
2 or more levels better
5 Participants
8 Participants
9 Participants
5 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: Only participants with no history of strabismus are analyzed, as mentioned in the outcome title.

Stereoacuity was tested at near in current refractive correction. Stereoacuity scores (measure as seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 seconds of arc (if correct response). Nil was assigned a score of 4000 seconds of arc and was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=27 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=38 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=57 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=51 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
800
1 Participants
1 Participants
5 Participants
8 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
200
5 Participants
9 Participants
11 Participants
8 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
100
4 Participants
9 Participants
9 Participants
6 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
40
3 Participants
0 Participants
3 Participants
4 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
Nil
8 Participants
8 Participants
14 Participants
11 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
2000
3 Participants
7 Participants
8 Participants
4 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
400
1 Participants
1 Participants
5 Participants
8 Participants
Distribution of Stereoacuity Scores (Participants With no History of Strabismus)
60
2 Participants
3 Participants
2 Participants
2 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: Only participants with no history of strabismus are analyzed, as mentioned in the outcome title.

Stereoacuity was tested at near in current refractive correction. Stereoacuity scores (seconds of arc) were calculated based on the Randot Butterfly (scores: 2000, Nil) and Randot Preschool stereoacuity (scores: 800, 400, 200, 100, 60 and 40) test methods. Lower scores indicate better stereoacuity. Results of the Randot Butterfly test were analyzed as 2000 (if correct response). Nil (4000) was defined as (1) an incorrect response on the butterfly in absence of a correct response on the 800 seconds of arc level of the Randot Preschool stereoacuity test or (2) an incorrect response on the 800 seconds of arc level if the butterfly was not attempted. For each visit, stereoacuity scores were ordered and assigned a rank score. Change in stereoacuity was calculated as the difference in ranked score between the enrollment and 4-week stereoacuity scores.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=27 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=38 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=57 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=51 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Change in Stereoacuity Scores From Baseline (Participants With no History of Strabismus)
Within 1 level
19 Participants
31 Participants
44 Participants
34 Participants
Distribution of Change in Stereoacuity Scores From Baseline (Participants With no History of Strabismus)
2 or more levels better
5 Participants
7 Participants
8 Participants
13 Participants
Distribution of Change in Stereoacuity Scores From Baseline (Participants With no History of Strabismus)
2 or more levels worse
3 Participants
0 Participants
5 Participants
4 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: The control group was not prescribed binocular therapy, which is why they were not included here.

Data from the automated iPad log files will be used to provide an objective measure of compliance with binocular treatment (participants completion of \>75% of prescribed game play). The total amount of game play will be computed for the initial 4 weeks of treatment for the binocular treatment group, as well as throughout 8 weeks. Secondary analyses will evaluate the relationship between the total amount of game play with (1) change in VA and (2) change in stereoacuity after the first 4 weeks of binocular treatment. Data from the automated iPad log files will also be used to assess game performance as measured by the fellow-eye contrast.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Therapy: Treatment Compliance and Fellow-Eye Contrast
Completed >75% prescribed game play
40 Participants
37 Participants
Binocular Therapy: Treatment Compliance and Fellow-Eye Contrast
Fellow-eye contrast of 100%
30 Participants
32 Participants
Binocular Therapy: Treatment Compliance and Fellow-Eye Contrast
Fellow-eye contrast of 20% or worse
1 Participants
3 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: Data from automated iPad log files were only able to be retrieved successfully for 81 of 85 participants in the younger cohort.

Data from the automated iPad log files will be used to assess game performance as measured by the fellow-eye contrast. The level and change in fellow-eye contrast will be computed for the initial 4 weeks of treatment for the binocular treatment group. Secondary analyses will evaluate the relationship between the change in fellow-eye contrast with (1) change in VA and (2) change in stereoacuity after the first 8 weeks of binocular treatment. Data from the automated iPad log files will also be used to assess game performance as measured by the fellow-eye contrast.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=81 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Therapy: Treatment Compliance and Fellow-Eye Contrast
Completed >75% prescribed game play
38 Participants
35 Participants
Binocular Therapy: Treatment Compliance and Fellow-Eye Contrast
Fellow-eye contrast of 100%
59 Participants
50 Participants
Binocular Therapy: Treatment Compliance and Fellow-Eye Contrast
Fellow-eye contrast of 20% or worse
1 Participants
2 Participants

SECONDARY outcome

Timeframe: 4 weeks

Parent-reported adherence with spectacle wear (excluding participants with reported compliance of 'N/A') for the initial 4 weeks. Patient reported to have completed \>75% of spectacle wear at 4 weeks.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=78 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Treatment Compliance With Spectacle Wear
57 Participants
57 Participants
66 Participants
74 Participants

SECONDARY outcome

Timeframe: 8 weeks

Parent-reported adherence with spectacle wear (excluding participants with reported compliance of 'N/A') across 8 weeks. Patient reported to have completed \>75% of spectacle wear at 8 weeks.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=89 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=82 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Treatment Compliance With Spectacle Wear
61 Participants
62 Participants
69 Participants
78 Participants

SECONDARY outcome

Timeframe: Baseline and 4 weeks

The mean change in fellow-eye VA from baseline to 4 weeks will be calculated and compared between treatment groups using ANCOVA with adjustment for baseline VA.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Fellow Eye Visual Acuity at 4 Weeks (Older Cohort)
Adjusted
0.1 Letters
Interval -1.1 to 1.1
1.1 Letters
Interval 0.1 to 2.2
Mean Change in Fellow Eye Visual Acuity at 4 Weeks (Older Cohort)
Unadjusted
0.1 Letters
Interval -1.1 to 1.3
1.1 Letters
Interval 0.2 to 2.1

SECONDARY outcome

Timeframe: Baseline and 8 weeks

The mean change in fellow-eye VA from baseline to 8 weeks will be calculated and compared between treatment groups using ANCOVA with adjustment for baseline VA.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=68 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Fellow Eye VA at 8 Weeks (Older Cohort)
Adjusted
0.5 Letters
Interval -0.5 to 1.4
1.5 Letters
Interval 0.5 to 2.4
Mean Change in Fellow Eye VA at 8 Weeks (Older Cohort)
Unadjusted
0.5 Letters
Interval -0.6 to 1.6
1.5 Letters
Interval 0.7 to 2.3

SECONDARY outcome

Timeframe: 4 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

The proportion of subjects with development of new strabismus (no heterotropia at baseline and the presence of near and/or distance heterotropia at 4 weeks) or an increase from baseline ≥10∆ in a pre-existing strabismus at 4 weeks will be reported by treatment group and compared using Barnard's exact test. Ocular alignment will be assessed in current refractive correction by the cover/uncover test, simultaneous prism and cover test (SPCT), and prism and alternate cover test (PACT) in primary gaze at distance (3 meters) and at near (1/3 meter). Participants were classified according to whether they met the any of the following criteria at the 4-week visit: development of a new tropia (measured by SPCT) and/or worsening of a pre-existing deviation by 10 prism diopters (pd) measured by SPCT.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=88 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Ocular Alignment at 4 Weeks
10 Participants
6 Participants
7 Participants
7 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

The proportion of subjects with development of new strabismus (no heterotropia at baseline and the presence of near and/or distance heterotropia at 8 weeks) or an increase from baseline ≥10∆ in a pre-existing strabismus at 8 weeks will be reported by treatment group and compared using Barnard's exact test. Ocular alignment will be assessed in current refractive correction by the cover/uncover test, simultaneous prism and cover test (SPCT), and prism and alternate cover test (PACT) in primary gaze at distance (3 meters) and at near (1/3 meter). Participants were classified according to whether they met the any of the following criteria at the 8-week visit: development of a new tropia (measured by SPCT) and/or worsening of a pre-existing deviation by 10 prism diopters (pd) measured by SPCT.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Ocular Alignment at 8 Weeks
9 Participants
9 Participants
6 Participants
7 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

The proportion of subjects with each level of diplopia frequency will be reported by treatment group at 4 weeks. A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=87 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Diplopia Frequency at 4 Weeks (Participant-reported)
Never
62 Participants
64 Participants
78 Participants
79 Participants
Distribution of Diplopia Frequency at 4 Weeks (Participant-reported)
Less than once a week
1 Participants
0 Participants
2 Participants
2 Participants
Distribution of Diplopia Frequency at 4 Weeks (Participant-reported)
Once a week
2 Participants
2 Participants
4 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Participant-reported)
Once a day
2 Participants
1 Participants
3 Participants
3 Participants
Distribution of Diplopia Frequency at 4 Weeks (Participant-reported)
Up to 10 times a day
2 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Participant-reported)
More than 10 times a day
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Participant-reported)
All the time
0 Participants
0 Participants
0 Participants
0 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

The proportion of subjects with each level of diplopia frequency will be reported by treatment group at 8 weeks. A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=68 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Diplopia Frequency at 8 Weeks (Participant-reported)
Never
63 Participants
65 Participants
78 Participants
78 Participants
Distribution of Diplopia Frequency at 8 Weeks (Participant-reported)
Less than once a week
5 Participants
2 Participants
4 Participants
4 Participants
Distribution of Diplopia Frequency at 8 Weeks (Participant-reported)
Once a week
0 Participants
0 Participants
1 Participants
1 Participants
Distribution of Diplopia Frequency at 8 Weeks (Participant-reported)
Once a day
0 Participants
1 Participants
2 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Participant-reported)
Up to 10 times a day
0 Participants
0 Participants
1 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Participant-reported)
More than 10 times a day
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Participant-reported)
All the time
0 Participants
0 Participants
0 Participants
1 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window. There was 1 missing participant-reported diplopia frequency at baseline in the Binocular Younger cohort.

A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit. Change in diplopia frequency from baseline to 4 weeks was reported categorically.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Change in Diplopia Frequency From Baseline to 4 Weeks (Participant-reported)
Increased frequency (≥ 2 levels)
3 Participants
2 Participants
6 Participants
2 Participants
Change in Diplopia Frequency From Baseline to 4 Weeks (Participant-reported)
Similar frequency (within 1 level)
64 Participants
64 Participants
79 Participants
80 Participants
Change in Diplopia Frequency From Baseline to 4 Weeks (Participant-reported)
Reduced frequency (≥ 2 levels)
2 Participants
1 Participants
1 Participants
2 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window. There was 1 missing participant-reported diplopia frequency at baseline in the Binocular Younger cohort.

A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit. Change in diplopia frequency from baseline to 8 weeks was reported categorically.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=68 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Change in Diplopia Frequency From Baseline to 8 Weeks (Participant-reported)
Increased frequency (≥ 2 levels)
0 Participants
1 Participants
2 Participants
1 Participants
Change in Diplopia Frequency From Baseline to 8 Weeks (Participant-reported)
Similar frequency (within 1 level)
64 Participants
66 Participants
82 Participants
80 Participants
Change in Diplopia Frequency From Baseline to 8 Weeks (Participant-reported)
Reduced frequency (≥ 2 levels)
4 Participants
1 Participants
1 Participants
3 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

The proportion of subjects with each level of diplopia frequency will be reported by treatment group at 4 weeks. A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=66 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=88 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=83 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Diplopia Frequency at 4 Weeks (Parent-reported)
Never
65 Participants
66 Participants
87 Participants
83 Participants
Distribution of Diplopia Frequency at 4 Weeks (Parent-reported)
Less than once a week
3 Participants
0 Participants
1 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Parent-reported)
Once a week
1 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Parent-reported)
Once a day
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Parent-reported)
Up to 10 times a day
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Parent-reported)
More than 10 times a day
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 4 Weeks (Parent-reported)
All the time
0 Participants
0 Participants
0 Participants
0 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

The proportion of subjects with each level of diplopia frequency will be reported by treatment group at 8 weeks. A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Diplopia Frequency at 8 Weeks (Parent-reported)
More than 10 times a day
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Parent-reported)
All the time
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Parent-reported)
Never
66 Participants
67 Participants
84 Participants
84 Participants
Distribution of Diplopia Frequency at 8 Weeks (Parent-reported)
Less than once a week
1 Participants
1 Participants
2 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Parent-reported)
Once a week
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Parent-reported)
Once a day
0 Participants
0 Participants
0 Participants
0 Participants
Distribution of Diplopia Frequency at 8 Weeks (Parent-reported)
Up to 10 times a day
0 Participants
0 Participants
0 Participants
0 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit. Change in diplopia frequency from baseline to 4 weeks was reported categorically.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=66 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=88 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=83 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Change in Diplopia Frequency From Baseline to 4 Weeks (Parent-reported)
Increased frequency (≥ 2 levels)
0 Participants
0 Participants
0 Participants
0 Participants
Change in Diplopia Frequency From Baseline to 4 Weeks (Parent-reported)
Similar frequency (within 1 level)
69 Participants
66 Participants
88 Participants
82 Participants
Change in Diplopia Frequency From Baseline to 4 Weeks (Parent-reported)
Reduced frequency (≥ 2 levels)
0 Participants
0 Participants
0 Participants
1 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: As this was a safety outcome, all visit information was recorded, regardless of whether or not it was collected in the analysis window.

A standardized questionnaire was administered to participants and their parents to assess the presence and frequency of any diplopia since the last study visit. Change in diplopia frequency from baseline to 8 weeks was reported categorically.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Change in Diplopia Frequency From Baseline to 8 Weeks (Parent-reported)
Increased frequency (≥ 2 levels)
0 Participants
0 Participants
0 Participants
0 Participants
Change in Diplopia Frequency From Baseline to 8 Weeks (Parent-reported)
Similar frequency (within 1 level)
67 Participants
68 Participants
86 Participants
83 Participants
Change in Diplopia Frequency From Baseline to 8 Weeks (Parent-reported)
Reduced frequency (≥ 2 levels)
0 Participants
0 Participants
0 Participants
1 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: There were 3 participants in the older cohort control treatment group with responses of 'Not wearing spectacles'. These participants were excluded from the percentage tabulations (only the number is reported) in the table and any analyses specific to these Symptom Survey items.

The child and parent(s) will complete a 5-item symptom survey regarding the presence of various ocular symptoms within the past 2 weeks at enrollment and at each visit. The distribution of scores on each symptom survey item will be described for the enrollment exam and the 4-week exam for each treatment group. The distribution of change in scores on each symptom survey item will also be described for each treatment group.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=88 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=83 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Frequency of Adverse Symptoms (Symptom Survey)
Blurred Vision · Never
61 Participants
57 Participants
72 Participants
71 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Blurred Vision · Almost Never
3 Participants
8 Participants
10 Participants
6 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Blurred Vision · Sometimes
5 Participants
1 Participants
5 Participants
4 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Blurred Vision · Often
0 Participants
1 Participants
1 Participants
2 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Blurred Vision · Almost Always
0 Participants
0 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Eyestrain · Never
50 Participants
46 Participants
53 Participants
58 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Eyestrain · Almost Never
7 Participants
13 Participants
15 Participants
19 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Eyestrain · Sometimes
9 Participants
7 Participants
17 Participants
6 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Eyestrain · Often
2 Participants
1 Participants
3 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Eyestrain · Almost Always
1 Participants
0 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Headache · Never
38 Participants
38 Participants
60 Participants
68 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Headache · Almost Never
20 Participants
14 Participants
14 Participants
13 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Headache · Sometimes
8 Participants
12 Participants
9 Participants
1 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Headache · Often
3 Participants
3 Participants
5 Participants
1 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Headache · Almost Always
0 Participants
0 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Look Over Spectacles · Never
44 Participants
39 Participants
44 Participants
40 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Look Over Spectacles · Almost Never
11 Participants
9 Participants
17 Participants
19 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Look Over Spectacles · Sometimes
13 Participants
11 Participants
19 Participants
17 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Look Over Spectacles · Often
1 Participants
5 Participants
6 Participants
6 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Look Over Spectacles · Almost Always
0 Participants
0 Participants
2 Participants
1 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Take Off Spectacles · Never
43 Participants
41 Participants
43 Participants
46 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Take Off Spectacles · Almost Never
13 Participants
14 Participants
26 Participants
24 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Take Off Spectacles · Sometimes
12 Participants
9 Participants
15 Participants
11 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Take Off Spectacles · Often
1 Participants
0 Participants
4 Participants
1 Participants
Frequency of Adverse Symptoms (Symptom Survey)
Take Off Spectacles · Almost Always
0 Participants
0 Participants
0 Participants
1 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: There were 3 participants in the control treatment group with responses of 'Not wearing spectacles'. These participants were excluded from the percentage tabulations (only the number is reported) in the table and any analyses specific to these Symptom Survey items.

The child and parent(s) will complete a 5-item symptom survey regarding the presence of various ocular symptoms within the past 2 weeks at enrollment and at each visit. The distribution of scores on each symptom survey item will be described for the enrollment exam and the 4-week exam for each treatment group. The distribution of change in scores on each symptom survey item will also be described for each treatment group.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Blurred Vision · Never
58 Participants
61 Participants
74 Participants
62 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Blurred Vision · Almost Never
7 Participants
4 Participants
5 Participants
17 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Blurred Vision · Sometimes
2 Participants
2 Participants
7 Participants
5 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Blurred Vision · Often
0 Participants
1 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Blurred Vision · Almost Always
0 Participants
0 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Eyestrain · Never
48 Participants
47 Participants
58 Participants
58 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Eyestrain · Almost Never
9 Participants
13 Participants
16 Participants
20 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Eyestrain · Sometimes
9 Participants
7 Participants
12 Participants
6 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Eyestrain · Often
1 Participants
1 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Eyestrain · Almost Always
0 Participants
0 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Headache · Almost Never
13 Participants
17 Participants
13 Participants
17 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Headache · Sometimes
8 Participants
6 Participants
10 Participants
2 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Headache · Often
2 Participants
1 Participants
1 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Headache · Almost Always
0 Participants
0 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Look Over Spectacles · Never
42 Participants
41 Participants
38 Participants
40 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Look Over Spectacles · Almost Never
15 Participants
11 Participants
16 Participants
17 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Look Over Spectacles · Sometimes
9 Participants
10 Participants
26 Participants
23 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Look Over Spectacles · Often
1 Participants
2 Participants
5 Participants
2 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Look Over Spectacles · Almost Always
0 Participants
1 Participants
1 Participants
2 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Take Off Spectacles · Almost Never
16 Participants
17 Participants
28 Participants
30 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Take Off Spectacles · Sometimes
10 Participants
4 Participants
8 Participants
7 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Take Off Spectacles · Often
0 Participants
1 Participants
5 Participants
3 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Take Off Spectacles · Almost Always
1 Participants
0 Participants
0 Participants
0 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Headache · Never
44 Participants
44 Participants
62 Participants
65 Participants
Frequency of Adverse Symptoms (Symptom Survey) at 8 Weeks
Take Off Spectacles · Never
40 Participants
43 Participants
45 Participants
44 Participants

SECONDARY outcome

Timeframe: 4 weeks

Population: There were 3 participants in the control treatment group with responses of 'Not wearing spectacles'. These participants were excluded from the tabulations in the table and any analyses specific to these Symptom Survey items.

The child and parent(s) will complete a 5-item symptom survey regarding the presence of various ocular symptoms within the past 2 weeks at enrollment and at each visit. The distribution of scores on each symptom survey item will be described for the enrollment exam and the 4-week exam for each treatment group. The distribution of change in scores on each symptom survey item will also be described for each treatment group.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=88 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=83 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Blurred Vision · Increased frequency (≥ 2 levels)
1 Participants
1 Participants
4 Participants
0 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Blurred Vision · Similar frequency (within 1 level)
62 Participants
59 Participants
73 Participants
72 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Blurred Vision · Reduced frequency (≥ 2 levels)
6 Participants
7 Participants
11 Participants
11 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Eyestrain · Increased frequency (≥ 2 levels)
1 Participants
3 Participants
9 Participants
0 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Eyestrain · Similar frequency (within 1 level)
61 Participants
52 Participants
73 Participants
73 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Eyestrain · Reduced frequency (≥ 2 levels)
7 Participants
12 Participants
6 Participants
10 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Headache · Increased frequency (≥ 2 levels)
2 Participants
2 Participants
7 Participants
0 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Headache · Similar frequency (within 1 level)
60 Participants
58 Participants
76 Participants
72 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Headache · Reduced frequency (≥ 2 levels)
7 Participants
7 Participants
5 Participants
11 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Look Over Spectacles · Increased frequency (≥ 2 levels)
2 Participants
5 Participants
4 Participants
2 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Look Over Spectacles · Similar frequency (within 1 level)
60 Participants
46 Participants
72 Participants
73 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Look Over Spectacles · Reduced frequency (≥ 2 levels)
7 Participants
13 Participants
12 Participants
8 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Take Off Spectacles · Increased frequency (≥ 2 levels)
0 Participants
0 Participants
1 Participants
0 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Take Off Spectacles · Similar frequency (within 1 level)
64 Participants
54 Participants
78 Participants
80 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 4 Weeks
Take Off Spectacles · Reduced frequency (≥ 2 levels)
5 Participants
10 Participants
9 Participants
3 Participants

SECONDARY outcome

Timeframe: 8 weeks

Population: There were 3 participants in the control treatment group with responses of 'Not wearing spectacles'. These participants were excluded from the tabulations in the table and any analyses specific to these Symptom Survey items. One participant in the binocular treatment group did not have a completed Symptom Survey at the 8-week visit.

The child and parent(s) will complete a 5-item symptom survey regarding the presence of various ocular symptoms within the past 2 weeks at enrollment and at each visit. The distribution of scores on each symptom survey item will be described for the enrollment exam and the 8-week exam for each treatment group. The distribution of change in scores on each symptom survey item will also be described for each treatment group.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=67 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=68 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Blurred Vision · Increased frequency (≥ 2 levels)
1 Participants
2 Participants
4 Participants
2 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Blurred Vision · Similar frequency (within 1 level)
61 Participants
57 Participants
67 Participants
71 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Blurred Vision · Reduced frequency (≥ 2 levels)
5 Participants
9 Participants
15 Participants
11 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Eyestrain · Increased frequency (≥ 2 levels)
1 Participants
1 Participants
5 Participants
1 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Eyestrain · Similar frequency (within 1 level)
60 Participants
55 Participants
75 Participants
72 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Eyestrain · Reduced frequency (≥ 2 levels)
6 Participants
12 Participants
6 Participants
11 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Headache · Increased frequency (≥ 2 levels)
2 Participants
0 Participants
5 Participants
0 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Headache · Similar frequency (within 1 level)
60 Participants
59 Participants
76 Participants
77 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Headache · Reduced frequency (≥ 2 levels)
5 Participants
9 Participants
5 Participants
7 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Look Over Spectacles · Increased frequency (≥ 2 levels)
3 Participants
0 Participants
6 Participants
3 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Look Over Spectacles · Similar frequency (within 1 level)
54 Participants
50 Participants
70 Participants
76 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Look Over Spectacles · Reduced frequency (≥ 2 levels)
10 Participants
15 Participants
10 Participants
5 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Take Off Spectacles · Increased frequency (≥ 2 levels)
0 Participants
0 Participants
0 Participants
2 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Take Off Spectacles · Similar frequency (within 1 level)
62 Participants
55 Participants
76 Participants
77 Participants
Distribution of Change in Adverse Symptom Frequency (Symptom Survey) From Baseline to 8 Weeks
Take Off Spectacles · Reduced frequency (≥ 2 levels)
5 Participants
10 Participants
10 Participants
5 Participants

SECONDARY outcome

Timeframe: Baseline and 4 weeks

The mean change in fellow-eye VA from baseline to 4 weeks will be calculated and compared between treatment groups using ANCOVA with adjustment for baseline VA.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=88 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Fellow Eye Visual Acuity at 4 Weeks (Younger Cohort)
Adjusted
0.0536 logMAR Lines
Interval -0.1 to 0.2
0.1939 logMAR Lines
Interval 0.02 to 0.4
Mean Change in Fellow Eye Visual Acuity at 4 Weeks (Younger Cohort)
Unadjusted
0.0682 logMAR Lines
Interval -0.1 to 0.2
0.1786 logMAR Lines
Interval 0.02 to 0.4

SECONDARY outcome

Timeframe: baseline and 8 weeks

The mean change in fellow-eye VA from baseline to 8 weeks will be calculated and compared between treatment groups using ANCOVA with adjustment for baseline VA.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=86 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Mean Change in Fellow Eye VA at 8 Weeks (Younger Cohort)
Adjusted
0.3160 logMAR Lines
Interval 0.1 to 0.5
0.2122 logMAR Lines
Interval 0.04 to 0.4
Mean Change in Fellow Eye VA at 8 Weeks (Younger Cohort)
Unadjusted
0.3256 logMAR Lines
Interval 0.1 to 0.5
0.2024 logMAR Lines
Interval -0.1 to 0.3

OTHER_PRE_SPECIFIED outcome

Timeframe: Baseline and 4 weeks

Population: Analyses were limited to participants who completed the 4-week visit within the pre-defined analysis window (21 to \<49 days after randomization).

The treatment effect after 4 weeks in subgroups based on baseline factors will be assessed in exploratory analyses and used to suggest hypotheses for further investigation in future studies. The following baseline factors are of interest: amblyopic-eye VA, stereoacuity, the presence of a tropia at near, and prior amblyopia treatment (other than spectacle correction). In accordance with NIH guidelines, subgroup analyses of treatment effect according to gender and race/ethnicity will be conducted. Positive values for visual acuity change indicate improvement.

Outcome measures

Outcome measures
Measure
Binocular Computer Game Treatment Older Cohort
n=69 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Older Cohort
n=67 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Binocular Computer Game Treatment Younger Cohort
n=85 Participants
Binocular computer game treatment is defined as playing a Dig Rush application on an iPad® 1 hour per day, 5 days per week for 8 weeks in addition to continued spectacle correction (if required) iPad®: Binocular therapy using a Dig Rush application on an iPad®
Continued Spectacle Correction Younger Cohort
n=84 Participants
Continued spectacle correction is defined as wearing appropriate spectacle correction (if required) for all waking hours, 7 days per week for 8 weeks. Spectacle correction: Spectacle correction for all waking hours, 7 days per week
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Overall
1.3 Letters
Standard Deviation 5.3
1.7 Letters
Standard Deviation 5.5
1.1 Letters
Standard Deviation 1.4
0.6 Letters
Standard Deviation 1.3
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Sex: Female
1.5 Letters
Standard Deviation 4.6
1.8 Letters
Standard Deviation 6.0
1.2 Letters
Standard Deviation 1.4
0.7 Letters
Standard Deviation 1.4
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Sex: Male
1.2 Letters
Standard Deviation 5.8
1.6 Letters
Standard Deviation 4.9
1.0 Letters
Standard Deviation 1.4
0.5 Letters
Standard Deviation 1.1
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Age at Randomization: 4 to <5
0.8 Letters
Standard Deviation 1.2
0.8 Letters
Standard Deviation 1.2
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Age at Randomization: 5 to <7
1.1 Letters
Standard Deviation 1.5
0.6 Letters
Standard Deviation 1.3
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Age at Randomization: 7 to <10
1.6 Letters
Standard Deviation 6.0
2.0 Letters
Standard Deviation 5.4
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Age at Randomization: 10 to <13
0.9 Letters
Standard Deviation 3.8
1.2 Letters
Standard Deviation 5.6
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Race: Non-white/Hispanic
2.5 Letters
Standard Deviation 6.8
3.7 Letters
Standard Deviation 7.2
1.1 Letters
Standard Deviation 1.3
0.5 Letters
Standard Deviation 0.8
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Race: White/Non-Hispanic
0.9 Letters
Standard Deviation 4.6
1.2 Letters
Standard Deviation 4.8
1.1 Letters
Standard Deviation 1.5
0.6 Letters
Standard Deviation 1.3
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Baseline VA: 20/080 to 20/200
3.2 Letters
Standard Deviation 5.9
1.3 Letters
Standard Deviation 6.5
1.0 Letters
Standard Deviation 1.3
0.7 Letters
Standard Deviation 1.4
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Baseline VA: 20/063
1.5 Letters
Standard Deviation 3.7
2.5 Letters
Standard Deviation 5.5
0.9 Letters
Standard Deviation 1.5
0.5 Letters
Standard Deviation 1.2
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Baseline VA: 20/050
1.6 Letters
Standard Deviation 4.2
0.9 Letters
Standard Deviation 3.3
1.4 Letters
Standard Deviation 1.5
0.5 Letters
Standard Deviation 1.1
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Baseline VA: 20/040
-1.7 Letters
Standard Deviation 5.9
2.2 Letters
Standard Deviation 4.5
1.1 Letters
Standard Deviation 1.5
0.9 Letters
Standard Deviation 1.4
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Prior Amblyopia Treatment: No
0.5 Letters
Standard Deviation 3.0
5.0 Letters
Standard Deviation 5.7
0.9 Letters
Standard Deviation 1.1
0.6 Letters
Standard Deviation 1.1
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Prior Amblyopia Treatment: Yes
1.4 Letters
Standard Deviation 5.4
1.6 Letters
Standard Deviation 5.5
1.2 Letters
Standard Deviation 1.6
0.6 Letters
Standard Deviation 1.4
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Prior Binocular Treatment: No
1.3 Letters
Standard Deviation 5.3
2.2 Letters
Standard Deviation 5.2
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Prior Binocular Treatment: Yes
3.0 Letters
Standard Deviation 0
-5.8 Letters
Standard Deviation 3.1
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Baseline stereoacuity at near: Nil
1.6 Letters
Standard Deviation 5.5
0.7 Letters
Standard Deviation 5.6
0.9 Letters
Standard Deviation 1.6
0.3 Letters
Standard Deviation 1.2
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Baseline stereoacuity at near: Better than Nil
1.1 Letters
Standard Deviation 5.2
2.5 Letters
Standard Deviation 5.2
1.2 Letters
Standard Deviation 1.4
0.8 Letters
Standard Deviation 1.3
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Near Heterotropia at Randomization: No
2.0 Letters
Standard Deviation 5.2
2.2 Letters
Standard Deviation 5.6
1.1 Letters
Standard Deviation 1.5
0.7 Letters
Standard Deviation 1.3
Exploratory Analysis: Subgroup VA Change Analysis at 4 Weeks
Near Heterotropia at Randomization: Yes
0.1 Letters
Standard Deviation 5.4
0.7 Letters
Standard Deviation 5.1
1.1 Letters
Standard Deviation 1.2
0.4 Letters
Standard Deviation 1.3

Adverse Events

Binocular Computer Game Treatment Older Cohort

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Continued Spectacle Correction Older Cohort

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Binocular Computer Game Treatment Younger Cohort

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Continued Spectacle Correction Younger Cohort

Serious events: 0 serious events
Other events: 0 other events
Deaths: 0 deaths

Serious adverse events

Adverse event data not reported

Other adverse events

Adverse event data not reported

Additional Information

Raymond Kraker, M.S.P.H., Director of PEDIG Coordinating Center

Jaeb Center for Health Research

Phone: 813-975-8690

Results disclosure agreements

  • Principal investigator is a sponsor employee
  • Publication restrictions are in place