Amblyopia and Stereoptic Games for Vision

NCT ID: NCT05114252

Last Updated: 2023-05-18

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

UNKNOWN

Clinical Phase

NA

Total Enrollment

30 participants

Study Classification

INTERVENTIONAL

Study Start Date

2022-12-06

Study Completion Date

2024-12-31

Brief Summary

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Amblyopia is the most common developmental vision disorder in children, caused by abnormal visual experience in early life, especially a difference in refraction between the eyes, a misalignment of the eye axes, a combination of both. Besides a significant reduced visual acuity, the patients show deficits in 3D vision and functional vision impairment like reduced reading speed, selective attention or motor control skills. The gold standard treatment for amblyopia, occlusion therapy, can lead to relapses or residual amblyopia (i.e., amblyopia that persist into adulthood). The current study aims to test the efficacy of a novel home-based child-friendly rehabilitation program for amblyopia, Vivid Vision Home, involving playing serious videogames on a virtual reality (VR) headset at home. The VR training will be compared to standard care (wearing a spectacle correction) and to age-matched typically developing individuals. A cross-over design will be used so that each participant will receive both treatments (games, spectacles). There is a growing number of studies showing benefits of binocular stimulation for visual acuity and stereovision, but provided mainly by level III studies, with a need for rigorous level I or II studies, using more engaging therapies, to confirm or refute the efficacy of this approach as an adjunct or replacement for current amblyopia treatments. Embedding binocular stimulation in engaging, immersive serious games delivered on VR headsets at home, as implemented by Vivid Vision Home, can address this question.

Detailed Description

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Amblyopia is the most common developmental vision disorder in children, affecting 1-5% of the population in developed countries. It mostly results from a difference in refraction between the eyes (anisometropia), a misalignment of the eye axes (strabismus), a combination of both, or visual deprivation (due to congenital cataract, e.g.). Besides a significant reduced visual acuity, the patients show binocular dysfunction leading to functional vision impairment like reduced reading speed, selective attention or motor control skills.

Whilst the disorder is commonly diagnosed around the age of 3-5 years, up to 50% of children will be left with residual amblyopia mainly due to a late diagnosis and start of treatment, poor compliance with treatment, not diagnosed or considered eccentric fixation. The gold standard treatment consists of the occlusion therapy, patching the dominant/healthy eye for 2-6 hours/day every day for several months up to years. However, an eye patch and the demand to use the weaker eye for visual tasks is challenging and so poorly complied with by pediatric patients. These problems in compliance lead to relapses (14-25%) or residual amblyopia (i.e., poor vision that persist into adulthood) creating multiple medical and social problems for the patients (including cognitive and emotional processing), their families and the society.

Serious videogames delivered on tablets have been developed with a more engaging strategy to effectively treat amblyopia. These games focus on binocular stimulation, which targets visual acuity of the amblyopic eye and three-dimensional vision (stereovision), through the presentation of dichoptic images. Such dichoptic image presentation consists of showing a different but complementary image in each eye so that the task can only be performed if information across eyes is combined. Binocular stimulation signifies that both eyes are challenged but the devices are programmed in a way so that the weaker eye is primarily performing a given visual task.

The objective of this project is to improve visual function of the amblyopic eye using image-fusion and stereopsis through playing videogames in a Virtual Reality (VR) environment. Also, besides the improvements of visual acuity and potentially stereovision, such VR-based serious games interventions can positively impact other aspects like cognitive and motor functions. The visual deficits seen in amblyopia are thought to be related to problems in attending to visual task-relevant objects, suggesting that such deficits in selective-attentional skills can hamper vision recovery. Similarly, poor stereovision will be reflected in deficits in motor control skills as seen in individuals with amblyopia. Our VR-based serious games training will have similar ingredients to those that are supposed to improve attentional skills and may have a positive impact on motor control skills. The VR-based technology developed by Vivid Vision to be used in the present study is FDA approved and CE (Conformité Européene) certified. They are offering virtual reality videogames with headsets, which may increase the beneficial treatment effect by a reduction of the misperception of 3-dimensional movement.

The present project aims to test the described benefit in a home-based, child-friendly rehabilitation program involving serious video games in a virtual reality environment in children, adolescents, and young adults with residual amblyopia, compared to standard care (refractive correction) and to age-matched healthy individuals. The study has been designed as a blinded randomized cross-over trial to increase the available evidence allowing for a qualified evaluation of the benefit of binocular stimulation and for demonstrating a beneficial effect also in residual amblyopia in childhood and in older patients.

Conditions

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Amblyopia Healthy

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

CROSSOVER

Monocentric blinded crossover randomised controlled trial
Primary Study Purpose

TREATMENT

Blinding Strategy

SINGLE

Outcome Assessors
The optometrists evaluating visual function will be blinded to the current treatment and the treatment order

Study Groups

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Participants with amblyopia in the serious games intervention

Participants with amblyopia receiving the experimental intervention consisting of serious videogames focusing on binocular function (with image modification) in a virtual reality environment.

Group Type EXPERIMENTAL

Vivid Vision Home

Intervention Type DEVICE

The study intervention consists of playing serious games (Vivid Vision, San Francisco, USA) embedded in a virtual reality headset in a home environment 5 days a week for 30 minutes over 8 weeks (20 h of total gaming).

Participants with amblyopia in the standard care intervention

Participants with amblyopia receiving the standard care intervention consisting of wearing spectacles with individualized refractive correction.

Group Type ACTIVE_COMPARATOR

Refractive error correction

Intervention Type BEHAVIORAL

The control intervention will be refractive error correction that consists of wearing the lenses with the prescribed correction for 2 months.

Healthy participants

Participants without amblyopia or other conditions receiving the experimental intervention consisting of serious videogames focusing on binocular function (without any image modification) in a virtual reality environment.

Group Type ACTIVE_COMPARATOR

Vivid Vision Home

Intervention Type DEVICE

The study intervention consists of playing serious games (Vivid Vision, San Francisco, USA) embedded in a virtual reality headset in a home environment 5 days a week for 30 minutes over 8 weeks (20 h of total gaming).

Interventions

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Vivid Vision Home

The study intervention consists of playing serious games (Vivid Vision, San Francisco, USA) embedded in a virtual reality headset in a home environment 5 days a week for 30 minutes over 8 weeks (20 h of total gaming).

Intervention Type DEVICE

Refractive error correction

The control intervention will be refractive error correction that consists of wearing the lenses with the prescribed correction for 2 months.

Intervention Type BEHAVIORAL

Other Intervention Names

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Standard care

Eligibility Criteria

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Inclusion Criteria

* Aged between 6 and 35 years old,
* Residual amblyopia defined as Best-Correct Visual Acuity (BCVA) of ≤ 20/20 in the amblyopic eye, an impairment of ≥ 2 lines in the amblyopic eye persisting even after refraction correction,
* Stable BCVA for at least 2 consecutive measurements over 6 months,
* Signed Informed Consent from the child's legal representative, by both the child and his/her legal representative for participants older than 14 years, or by full-aged participants themselves.


* Aged between 6 and 35 years old,
* Signed Informed Consent from the child's legal representative, by both the child and his/her legal representative for participants older than 14 years, or by full-aged participants themselves.

Exclusion Criteria

* Untreated or newly diagnosed anisometropic, strabismic or combined amblyopia, that is a child with BCVA interocular difference of ≥ 2 lines,
* Current atropine treatment or atropine treatment 3 months prior to enrolment in the study,
* Auditory deficits or loss,
* Eye surgery except those to correct strabismus,
* Strabismus over 20 dioptres (D) or with large eccentric fixation,
* Coexistence of ocular or neurological disease (e.g., seizure or epilepsy, incomitant strabismus, nerve palsy, horror fusionis),
* Developmental delay or disorder (e.g., dyslexia, dyspraxia, attention deficity hyperactivity disorder, autism spectrum disorders),
* Inability to follow and complete the procedures of the study (e.g., psychological or sensorimotor disorders).

HEALTHY INDIVIDUALS COHORT


* Auditory deficits or loss,
* Eye surgery except those to correct strabismus,
* Strabismus over 20D or with large eccentric fixation,
* Coexistence of ocular or neurological disease (e.g., seizure or epilepsy, incomitant strabismus, nerve palsy, horror fusionis),
* Developmental delay or disorder (e.g., dyslexia, dyspraxia, ADHD, ASD),
* Inability to follow and complete the procedures of the study (e.g., psychological or sensorimotor disorders).
Minimum Eligible Age

6 Years

Maximum Eligible Age

35 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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University Hospital, Geneva

OTHER

Sponsor Role collaborator

University of Lausanne Hospitals

OTHER

Sponsor Role collaborator

Eye Hospital Jules Gonin

OTHER

Sponsor Role collaborator

Pawel Matusz, PhD

OTHER

Sponsor Role lead

Responsible Party

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Pawel Matusz, PhD

Principal Investigator

Responsibility Role SPONSOR_INVESTIGATOR

Principal Investigators

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Heimo Steffen, MD

Role: PRINCIPAL_INVESTIGATOR

University Hospital, Geneva

Locations

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Geneva University Hospitals

Geneva, , Switzerland

Site Status

Countries

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Switzerland

References

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Vedamurthy I, Nahum M, Huang SJ, Zheng F, Bayliss J, Bavelier D, Levi DM. A dichoptic custom-made action video game as a treatment for adult amblyopia. Vision Res. 2015 Sep;114:173-87. doi: 10.1016/j.visres.2015.04.008. Epub 2015 Apr 24.

Reference Type BACKGROUND
PMID: 25917239 (View on PubMed)

Birch EE, Li SL, Jost RM, Morale SE, De La Cruz A, Stager D Jr, Dao L, Stager DR Sr. Binocular iPad treatment for amblyopia in preschool children. J AAPOS. 2015 Feb;19(1):6-11. doi: 10.1016/j.jaapos.2014.09.009.

Reference Type BACKGROUND
PMID: 25727578 (View on PubMed)

Gambacorta C, Nahum M, Vedamurthy I, Bayliss J, Jordan J, Bavelier D, Levi DM. An action video game for the treatment of amblyopia in children: A feasibility study. Vision Res. 2018 Jul;148:1-14. doi: 10.1016/j.visres.2018.04.005. Epub 2018 May 12.

Reference Type BACKGROUND
PMID: 29709618 (View on PubMed)

Ziak P, Holm A, Halicka J, Mojzis P, Pinero DP. Amblyopia treatment of adults with dichoptic training using the virtual reality oculus rift head mounted display: preliminary results. BMC Ophthalmol. 2017 Jun 28;17(1):105. doi: 10.1186/s12886-017-0501-8.

Reference Type BACKGROUND
PMID: 28659140 (View on PubMed)

Verghese P, McKee SP, Levi DM. Attention deficits in Amblyopia. Curr Opin Psychol. 2019 Oct;29:199-204. doi: 10.1016/j.copsyc.2019.03.011. Epub 2019 Mar 22.

Reference Type BACKGROUND
PMID: 31030000 (View on PubMed)

Grant S, Suttle C, Melmoth DR, Conway ML, Sloper JJ. Age- and stereovision-dependent eye-hand coordination deficits in children with amblyopia and abnormal binocularity. Invest Ophthalmol Vis Sci. 2014 Aug 5;55(9):5687-57015. doi: 10.1167/iovs.14-14745.

Reference Type BACKGROUND
PMID: 25097239 (View on PubMed)

Simon-Martinez C, Antoniou MP, Bouthour W, Bavelier D, Levi D, Backus BT, Dornbos B, Blaha JJ, Kropp M, Muller H, Murray M, Thumann G, Steffen H, Matusz PJ. Stereoptic serious games as a visual rehabilitation tool for individuals with a residual amblyopia (AMBER trial): a protocol for a crossover randomized controlled trial. BMC Ophthalmol. 2023 May 17;23(1):220. doi: 10.1186/s12886-023-02944-y.

Reference Type DERIVED
PMID: 37198558 (View on PubMed)

Other Identifiers

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2021-01172

Identifier Type: -

Identifier Source: org_study_id

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