Adherence to home-based videogame treatment for amblyopia in children and adults.
Clinical relevance: Home-based videogame treatments are increasingly popular for amblyopia treatment. However, at-home treatments tend to be done in short sessions and with frequent disruptions, which may reduce the effectiveness of binocular visual stimulation. These treatment adherence patterns ne...
| Publicado en: | Clinical & Experimental Optometry Vol. 104; no. 5; pp. 773 - 780 |
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| Autores principales: | , , , , , , , , , , , , , , , , , , , |
| Formato: | research Journal Article |
| Publicado: |
Taylor & Francis Ltd
Sep2021
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=152179082&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 152179082 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 08164622 1CKN jtl: Clinical & Experimental Optometry issn: 08164622 maglogo: N pubinfo: dt: Sep2021 vid: 104 iid: 5 pid: 377 pub: Taylor & Francis Ltd place: Philadelphia, Pennsylvania artinfo: ui: 152179082 152179082 NLM33689654 152179082 10.1080/08164622.2021.1878834 NLM33689654 152179082 ppf: 773 ppct: 7 formats: tig: atl: Adherence to home-based videogame treatment for amblyopia in children and adults. aug: au: Gao, Tina Y Black, Joanna M Babu, Raiju J Bobier, William R Chakraborty, Arijit Dai, Shuan Guo, Cindy X Hess, Robert F Jenkins, Michelle Jiang, Yannan Kearns, Lisa S Kowal, Lionel Lam, Carly S Y Pang, Peter C K Parag, Varsha Pieri, Roberto Nallour Raveendren, Rajkumar South, Jayshree Staffieri, Sandra Elfride Wadham, Angela affil: School of Optometry and Vision Science, University of Auckland, Auckland, New Zealand sug: subj: Amblyopia Therapy Video Games Human Sensory Deprivation Treatment Outcomes Visual Acuity Vision Child Aged Adult Adolescence Comparative Studies Multicenter Studies Evaluation Research Child: 6-12 years Aged: 65+ years Adult: 19-44 years Adolescent: 13-18 years ab: Clinical relevance: Home-based videogame treatments are increasingly popular for amblyopia treatment. However, at-home treatments tend to be done in short sessions and with frequent disruptions, which may reduce the effectiveness of binocular visual stimulation. These treatment adherence patterns need to be accounted for when considering dose-response relationships and treatment effectiveness.Background: Home-based videogame treatments are increasingly being used for various sensory conditions, including amblyopia ('lazy eye'), but treatment adherence continues to limit success. To examine detailed behavioural patterns associated with home-based videogame treatment, we analysed in detail the videogame adherence data from the Binocular tReatment of Amblyopia with VideOgames (BRAVO) clinical trial (ACTRN12613001004752).Methods: Children (7-12 years), teenagers (13-17 years) and adults (≥ 18 years) with unilateral amblyopia were loaned iPod Touch devices with either an active treatment or placebo videogame and instructed to play for a total of 1-2 hours/day for six weeks at home. Objectively-recorded adherence data from device software were used to analyse adherence patterns such as session length, daily distribution of gameplay, use of the pause function, and differences between age groups. Objectively-recorded adherence was also compared to subjectively-reported adherence from paper-based diaries.Results: One hundred and five of the 115 randomised participants completed six weeks of videogame training. Average adherence was 65% (SD 37%) of the minimum hours prescribed. Game training was generally performed in short sessions (mean 21.5, SD 11.2 minutes), mostly in the evening, with frequent pauses (median every 4.1 minutes, IQR 6.1). Children played in significantly shorter sessions and paused more frequently than older age groups (p < 0.0001). Participants tended to over-report adherence in subjective diaries compared to objectively-recorded gameplay time.Conclusion: Adherence to home-based videogame treatment was characterised by short sessions interspersed with frequent pauses, suggesting regular disengagement. This complicates dose-response calculations and may interfere with the effectiveness of treatments like binocular treatments for amblyopia, which require sustained visual stimulation. pubtype: Academic Journal doctype: research Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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