Effect of Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.
NCT ID: NCT05956938
Last Updated: 2023-11-29
Study Results
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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NOT_YET_RECRUITING
NA
60 participants
INTERVENTIONAL
2024-01-31
2024-07-31
Brief Summary
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Detailed Description
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Conditions
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Keywords
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Study Design
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RANDOMIZED
PARALLEL
TREATMENT
SINGLE
Study Groups
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Action Video game Group
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account an increase in the difficulty of the task gradually based on the nature of the video game. The video game selected will be ContraIII: Alien Wars, from the Nintendo Mini Classic console.
Action Video Game
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account an increase in the difficulty of the task gradually based on the nature of the video game. The video game selected will be ContraIII: Alien Wars, from the Nintendo Mini Classic console.
Stroboscopic Glasses Group
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account a gradual increase in the difficulty of the task, divided into three visuomotor and anticipation components (ball size, type of trajectory and distance from the stimulus). The training sessions will consist of 2 series, and will be based on passing a ball between two people. Every 60 passes the flicker level of the glasses will increase, starting with level 1 (6hz) and ending at level 6 (1.75hz).
Stroboscopic Glasses
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account a gradual increase in the difficulty of the task, divided into three visuomotor and anticipation components (ball size, type of trajectory and distance from the stimulus).
The training sessions will consist of 2 series, and will be based on passing a ball between two people. Every 60 passes the flicker level of the glasses will increase, starting with level 1 (6hz) and ending at level 6 (1.75hz)
Control Group
Participants in the control group will watch 1 video clip/series/film of 1 hour duration on a television located at least 1.5 meters away.
No interventions assigned to this group
Interventions
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Stroboscopic Glasses
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account a gradual increase in the difficulty of the task, divided into three visuomotor and anticipation components (ball size, type of trajectory and distance from the stimulus).
The training sessions will consist of 2 series, and will be based on passing a ball between two people. Every 60 passes the flicker level of the glasses will increase, starting with level 1 (6hz) and ending at level 6 (1.75hz)
Action Video Game
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account an increase in the difficulty of the task gradually based on the nature of the video game. The video game selected will be ContraIII: Alien Wars, from the Nintendo Mini Classic console.
Eligibility Criteria
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Inclusion Criteria
* Not presenting accommodative difficulties or difficulties in ocular convergence.
Exclusion Criteria
* Be federated in any sport in which they train more than 3 hours a week in the past and previous year (1 year ago) from the day of the experimental measurements.
18 Years
39 Years
ALL
Yes
Sponsors
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Universitat Politècnica de Catalunya
OTHER
Responsible Party
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Marc Argilés Sans
Principal Investigator
Central Contacts
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References
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Green CS, Bavelier D. Action-video-game experience alters the spatial resolution of vision. Psychol Sci. 2007 Jan;18(1):88-94. doi: 10.1111/j.1467-9280.2007.01853.x.
Feng J, Spence I. Playing action video games boosts visual attention. In: Video game influences on aggression, cognition, and attention. Springer; 2018. p. 93-104
Green CS, Bavelier D. Learning, attentional control, and action video games. Curr Biol. 2012 Mar 20;22(6):R197-206. doi: 10.1016/j.cub.2012.02.012.
Green CS, Bavelier D. Action video game training for cognitive enhancement. Curr Opin Behav Sci. 2015;4:103-8.
Green CS, Li R, Bavelier D. Perceptual learning during action video game playing. Top Cogn Sci. 2010 Apr;2(2):202-16. doi: 10.1111/j.1756-8765.2009.01054.x. Epub 2009 Oct 30.
Li L, Chen R, Chen J. Playing Action Video Games Improves Visuomotor Control. Psychol Sci. 2016 Aug;27(8):1092-108. doi: 10.1177/0956797616650300. Epub 2016 Jul 8.
Green CS, Bavelier D. Action video game modifies visual selective attention. Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.
Dye MW, Green CS, Bavelier D. Increasing Speed of Processing With Action Video Games. Curr Dir Psychol Sci. 2009;18(6):321-326. doi: 10.1111/j.1467-8721.2009.01660.x.
Wilkins L, Appelbaum LG. An early review of stroboscopic visual training: insights, challenges and accomplishments to guide future studies. Int Rev Sport Exerc Psychol. 2020;13(1):65-80.
Clark JF, Ellis JK, Bench J, Khoury J, Graman P. High-performance vision training improves batting statistics for University of Cincinnati baseball players. PLoS One. 2012;7(1):e29109. doi: 10.1371/journal.pone.0029109. Epub 2012 Jan 19.
Wilkins L, Nelson C, Tweddle S. Stroboscopic visual training: A pilot study with three elite youth football goalkeepers. Journal of Cognitive Enhancement. 2018;2:3-11.
Holliday J. Effect of stroboscopic vision training on dynamic visual acuity scores: Nike Vapor Strobe® Eyewear. 2013
Wilkins L, Gray R. EFFECTS OF STROBOSCOPIC VISUAL TRAINING ON VISUAL ATTENTION, MOTION PERCEPTION, AND CATCHING PERFORMANCE. Percept Mot Skills. 2015 Aug;121(1):57-79. doi: 10.2466/22.25.PMS.121c11x0. Epub 2015 Jun 30.
Other Identifiers
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VAD1
Identifier Type: -
Identifier Source: org_study_id