Efficacy and User Acceptance of Computer Gaming Paradigms for Vision Training. Herriot, C., Irving, E., Carvelho, T., & Allison, R. In Association for Research in Vision and Ophthalmology (ARVO) Annual Meeting, volume 50. May 3rd-7th, 2009. -1 abstract bibtex Introduction: Convergence insufficiency is a condition in which the eyes are unable to make coordinated convergence movements to near objects. It is a common condition with a prevalence as high as 17.6% reported in clinical settings (Rouse et al., 2008). Patients with symptoms of headaches and diplopia are often prescribed eye exercises to train their oculomotor coordination; however traditional forms of the exercises are often tedious, leading to poor patient compliance (Gallaway et al., 2002). The purpose of this study was to investigate the efficacy and user acceptance of game-based vision training in comparison to traditional methods of vision training for treatment of convergence insufficiency. Methods:Twelve participants with convergence insufficiency and six without were asked to play a three-dimensional version of Pac-Man using a stereoscope to fuse two separate images. As a participant improved, the convergence demand increased and operant conditioning paradigms were used to keep the participant motivated. Three other participants with convergence insufficiency were asked to perform fusional vergence training with vectograms and pencil push-ups. Training lasted two weeks, with measurements of binocularity taken at the initial, 1-week, and final appointments. Participants completed a visual symptom questionnaire prior to their training and both a visual symptom questionnaire and an acceptance questionnaire after completion. Results:Both groups with convergence insufficiency had similar improvement in near point of convergence, positive fusional vergence, and reports of eye strain; however, participants in the game-based vision training group were more likely to rate the training as fun and motivating than participants assigned to traditional vision training. The group without convergence insufficiency showed little improvement in near point of convergence and positive fusional vergence but also reported that game-based vision training was fun and motivating. Conclusion: Computer gaming based vision therapy is more stimulating than traditional methods of vision training. We expect this will translate into greater compliance and improved outcome for patients with convergence insufficiency. Keywords: clinical (human) or epidemiologic studies: treatment/prevention assessment/controlled clinical trials * binocular vision/stereopsis
@incollection{Herriot:2009qz,
abstract = {Introduction: Convergence insufficiency is a condition in which the eyes are unable to make coordinated convergence movements to near objects. It is a common condition with a prevalence as high as 17.6\% reported in clinical settings (Rouse et al., 2008). Patients with symptoms of headaches and diplopia are often prescribed eye exercises to train their oculomotor coordination; however traditional forms of the exercises are often tedious, leading to poor patient compliance (Gallaway et al., 2002). The purpose of this study was to investigate the efficacy and user acceptance of game-based vision training in comparison to traditional methods of vision training for treatment of convergence insufficiency.
Methods:Twelve participants with convergence insufficiency and six without were asked to play a three-dimensional version of Pac-Man using a stereoscope to fuse two separate images. As a participant improved, the convergence demand increased and operant conditioning paradigms were used to keep the participant motivated. Three other participants with convergence insufficiency were asked to perform fusional vergence training with vectograms and pencil push-ups. Training lasted two weeks, with measurements of binocularity taken at the initial, 1-week, and final appointments. Participants completed a visual symptom questionnaire prior to their training and both a visual symptom questionnaire and an acceptance questionnaire after completion.
Results:Both groups with convergence insufficiency had similar improvement in near point of convergence, positive fusional vergence, and reports of eye strain; however, participants in the game-based vision training group were more likely to rate the training as fun and motivating than participants assigned to traditional vision training. The group without convergence insufficiency showed little improvement in near point of convergence and positive fusional vergence but also reported that game-based vision training was fun and motivating.
Conclusion: Computer gaming based vision therapy is more stimulating than traditional methods of vision training. We expect this will translate into greater compliance and improved outcome for patients with convergence insufficiency.
Keywords: clinical (human) or epidemiologic studies: treatment/prevention assessment/controlled clinical trials * binocular vision/stereopsis},
author = {Herriot, C.G. and Irving, E.L. and Carvelho, T. and Allison, R.S.},
booktitle = {Association for Research in Vision and Ophthalmology (ARVO) Annual Meeting},
date-added = {2011-05-06 15:51:30 -0400},
date-modified = {2014-02-03 14:43:29 +0000},
keywords = {Gaming for Vision Therapy},
month = {May 3rd-7th},
organization = {Association for Research in Vision and Ophthamology},
title = {Efficacy and User Acceptance of Computer Gaming Paradigms for Vision Training},
url-1 = {http://abstracts.iovs.org//cgi/content/abstract/50/5/3827?sid=dcb140e7-233c-4631-8dd7-b4638b854af6},
volume = {50},
year = {2009}}
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The purpose of this study was to investigate the efficacy and user acceptance of game-based vision training in comparison to traditional methods of vision training for treatment of convergence insufficiency. Methods:Twelve participants with convergence insufficiency and six without were asked to play a three-dimensional version of Pac-Man using a stereoscope to fuse two separate images. As a participant improved, the convergence demand increased and operant conditioning paradigms were used to keep the participant motivated. Three other participants with convergence insufficiency were asked to perform fusional vergence training with vectograms and pencil push-ups. Training lasted two weeks, with measurements of binocularity taken at the initial, 1-week, and final appointments. Participants completed a visual symptom questionnaire prior to their training and both a visual symptom questionnaire and an acceptance questionnaire after completion. Results:Both groups with convergence insufficiency had similar improvement in near point of convergence, positive fusional vergence, and reports of eye strain; however, participants in the game-based vision training group were more likely to rate the training as fun and motivating than participants assigned to traditional vision training. The group without convergence insufficiency showed little improvement in near point of convergence and positive fusional vergence but also reported that game-based vision training was fun and motivating. Conclusion: Computer gaming based vision therapy is more stimulating than traditional methods of vision training. We expect this will translate into greater compliance and improved outcome for patients with convergence insufficiency. 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It is a common condition with a prevalence as high as 17.6\\% reported in clinical settings (Rouse et al., 2008). Patients with symptoms of headaches and diplopia are often prescribed eye exercises to train their oculomotor coordination; however traditional forms of the exercises are often tedious, leading to poor patient compliance (Gallaway et al., 2002). The purpose of this study was to investigate the efficacy and user acceptance of game-based vision training in comparison to traditional methods of vision training for treatment of convergence insufficiency.\n\nMethods:Twelve participants with convergence insufficiency and six without were asked to play a three-dimensional version of Pac-Man using a stereoscope to fuse two separate images. As a participant improved, the convergence demand increased and operant conditioning paradigms were used to keep the participant motivated. 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