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Completed

NCT Number: NCT05956938

Effect of Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.

The study aims to observe the possible improvement of performance in dynamic visual acuity (DVA), in terms of speed and trajectory, comparing training using action video games and strobe glasses. The results will allow us to understand which visual training is more beneficial for improving dynamic visual acuity in athletes.

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Key information

Conditions

Age range

18 year–39 year

Sex eligibility

All sexes

Study type

Interventional

Phase

Not applicable

Primary location

Carrer del Violinista Vellsola, 37, 08222 Terrassa, Barcelona

Terrassa, Barcelona, 08222, Spain

About this study

During the last years there have been several investigations related to the effect of action video games (VA) on the visual system, specifically perceptual and cognitive processes. These investigations indicate that playing VA can be a powerful tool for improving visuo-spatial attention, visuo-motor control, and reaction time. On the other hand, certain studies indicate that the use of stroboscopic glasses can help improve sports performance, and especially dynamic visual acuity , as well as various visual performance skills. The study aims to observe the possible improvement of performance in dynamic visual acuity (DVA), in terms of speed and trajectory, comparing training using action video games and strobe glasses. The results will allow us to understand which visual training is more beneficial for improving dynamic visual acuity in athletes.

Who can participate

Healthy volunteers accepted: Yes

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

Inclusion criteria

  • No strabismus and/or amblyopia.
  • Not presenting accommodative difficulties or difficulties in ocular convergence.

Exclusion criteria

  • Presence of amblyopia and strabismus, accommodative insufficiency, convergence insufficiency
  • 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.

Treatment and study plan

Stroboscopic Glasses

Device

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

Device

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.

Primary outcomes

  1. Dynamic Visual Acuity

    Time frame: Before the intervention

    Dynamic Visual Acuity 1.0 m/s and contrast 100%

  2. Dynamic Visual Acuity

    Time frame: Immediately after the intervention

    Dynamic Visual Acuity 1.0 m/s and contrast 100%

  3. Dynamic Visual Acuity

    Time frame: 1 month

    Dynamic Visual Acuity 1.0 m/s and contrast 100%

  4. Dynamic Visual Acuity

    Time frame: Before the intervention

    Dynamic Visual Acuity 1.0 m/s and contrast 10%

  5. Dynamic Visual Acuity

    Time frame: Immediately after the intervention

    Dynamic Visual Acuity 1.0 m/s and contrast 10%

  6. Dynamic Visual Acuity

    Time frame: 1 month

    Dynamic Visual Acuity 1.0 m/s and contrast 10%

  7. Dynamic Visual Acuity

    Time frame: Before the intervention

    Dynamic Visual Acuity 0,5 m/s and contrast 100%

  8. Dynamic Visual Acuity

    Time frame: Immediately after the intervention

    Dynamic Visual Acuity 0,5 m/s and contrast 100%

  9. Dynamic Visual Acuity

    Time frame: 1 month

    Dynamic Visual Acuity 0,5 m/s and contrast 100%

  10. Dynamic Visual Acuity

    Time frame: Before the intervention

    Dynamic Visual Acuity 0,5 m/s and contrast 10%

  11. Dynamic Visual Acuity

    Time frame: Immediately after the intervention

    Dynamic Visual Acuity 0,5 m/s and contrast 10%

  12. Dynamic Visual Acuity

    Time frame: 1 month

    Dynamic Visual Acuity 0,5 m/s and contrast 10%

Secondary outcomes

  1. Posner task

    Time frame: Before the intervention

    Change of attention

  2. Posner task

    Time frame: Immediately after the intervention

    Change of attention

  3. Posner task

    Time frame: 1 month

    Change of attention

  4. Go - No - Go task

    Time frame: Before the intervention

    Selective attention and response control

  5. Go - No - Go task

    Time frame: Immediately after the intervention

    Selective attention and response control

  6. Go - No - Go task

    Time frame: 1 month

    Selective attention and response control

  7. Multiple object tracking (MOT)

    Time frame: Before the intervention

    Simultaneously monitor multiple moving objects.

  8. Multiple object tracking (MOT)

    Time frame: Immediately after the intervention

    Simultaneously monitor multiple moving objects.

  9. Multiple object tracking (MOT)

    Time frame: 1 month

    Simultaneously monitor multiple moving objects.

Sponsors and collaborators

Lead sponsor

Universitat Politècnica de Catalunya

Other

Registry information

Official study title

Effect of Training Using Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.

Important dates

Study start
2024
Primary completion
2024
Study completion
2024
First posted
Jul 24, 2023
Registry last updated
Feb 17, 2026

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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