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OpenTrials
Completed

NCT Number: NCT01223716

An Active Approach to Treat Amblyopia: Video Game Play

Amblyopia, a developmental abnormality that impairs spatial vision, is a major cause of vision loss, resulting in reduced visual acuity and reduced sensitivity to contrast. This study uses psychophysical measures to study neural plasticity in adults with amblyopia.

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Key information

Age range

5 year–75 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Minor Hall 486, School of Optometry, University of California, Berkeley

Berkeley, California, 94720, United States

About this study

Amblyopia, a developmental abnormality that impairs spatial vision, is a major cause of vision loss, resulting in reduced visual acuity and reduced sensitivity to contrast. Our previous findings (see CITATIONS) show that the adult amblyopic brain is still plastic and malleable, suggesting that active approach is potential useful in treating amblyopia. The goal of this project is to assess the limits and mechanisms of neural plasticity in amblyopic spatial vision. This study uses psychophysical measures to study neural plasticity in adults with amblyopia. Research participants will be asked to play video games with the amblyopic eye for a period of time. A range of visual functions will be monitored during the course of treatment.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Adults with amblyopia (Age >15 years)
  • Amblyopia: interocular visual acuity difference of at least 0.1 logMAR
  • All forms of amblyopia: Strabismic, anisometropic, refractive, deprivative, meridional amblyopia

Exclusion criteria

  • Any ocular pathological conditions (eg macula abnormalities, glaucoma), nystagmus

Treatment and study plan

Perceptual Learning

Behavioral

Research participants will be asked to practice a visual discrimination task (e.g. position acuity, contrast sensitivity, stereoacuity etc) in our laboratory for a period of time (2 hrs/day, 5 days/week).

Other names: vision therapy, vision training

Video game

Behavioral

Research participants will be asked to play "off-the-shelf" video games in our laboratory for a period of time (2 hrs/day, 5 days/week).

Other names: vision therapy, vision training

Crossover (Occlusion therapy + Video Game)

Behavioral

Phase 1. Research participants will be required to cover the good eye during the day in order to push the brain to use the amblyopic eye (2 hrs/day, 5 days/week for 2-4 weeks).

Phase 2. Research participants will be required to cover the good eye during the day in order to push the brain to use the amblyopic eye (2 hrs/day, 5 days/week for 2-4 weeks).

Other names: vision therapy, vision training

Primary outcomes

  1. Amblyopic vision

    Time frame: 9 months

    Improvement in amblyopic vision : visual acuity and stereoacuity

Secondary outcomes

  1. Spatial vision

    Time frame: 9 months

    Improvement in spatial vision (positional acuity and spatial attention)

  2. Temporal vision

    Time frame: 9 months

    Improvement in temporal processing and temporal vision (attentional blink)

Sponsors and collaborators

Lead sponsor

University of California, Berkeley

Other

Collaborators

  • National Eye Institute (NEI)

Registry information

Official study title

Does Video Game Play Induce Plasticity in the Visual System of Adults With Amblyopia?

Important dates

Study start
2004
Primary completion
2009
Study completion
2009
First posted
Oct 19, 2010
Registry last updated
May 17, 2016

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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