Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/77661
DC FieldValueLanguage
dc.contributorSchool of Optometryen_US
dc.creatorGao, TYen_US
dc.creatorGuo, CXen_US
dc.creatorBabu, RJen_US
dc.creatorBlack, JMen_US
dc.creatorBobier, WRen_US
dc.creatorChakraborty, Aen_US
dc.creatorDai, Sen_US
dc.creatorHess, RFen_US
dc.creatorJenkins, Men_US
dc.creatorJiang, Yen_US
dc.creatorKearns, LSen_US
dc.creatorKowal, Len_US
dc.creatorLam, CSYen_US
dc.creatorPang, PCKen_US
dc.creatorParag, Ven_US
dc.creatorPieri, Ren_US
dc.creatorRaveendren, RNen_US
dc.creatorSouth, Jen_US
dc.creatorStaffieri, SEen_US
dc.creatorWadham, Aen_US
dc.creatorWalker, Nen_US
dc.creatorThompson, Ben_US
dc.creatorBRAVO Study Team (Group author)en_US
dc.date.accessioned2018-08-28T01:33:54Z-
dc.date.available2018-08-28T01:33:54Z-
dc.identifier.issn2168-6165en_US
dc.identifier.urihttp://hdl.handle.net/10397/77661-
dc.language.isoenen_US
dc.publisherAmerican Medical Associationen_US
dc.titleEffectiveness of a binocular video game vs placebo video game for improving visual functions in older children, teenagers, and adults with amblyopia : a randomized clinical trialen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage172en_US
dc.identifier.epage181en_US
dc.identifier.volume136en_US
dc.identifier.issue2en_US
dc.identifier.doi10.1001/jamaophthalmol.2017.6090en_US
dcterms.abstractImportance Binocular amblyopia treatment using contrast-rebalanced stimuli showed promise in laboratory studies and requires clinical trial investigation in a home-based setting.en_US
dcterms.abstractObjective To compare the effectiveness of a binocular video game with a placebo video game for improving visual functions in older children and adults.en_US
dcterms.abstractDesign, Setting, and Participants The Binocular Treatment of Amblyopia Using Videogames clinical trial was a multicenter, double-masked, randomized clinical trial. Between March 2014 and June 2016, 115 participants 7 years and older with unilateral amblyopia (amblyopic eye visual acuity, 0.30-1.00 logMAR; Snellen equivalent, 20/40-20/200) due to anisometropia, strabismus, or both were recruited. Eligible participants were allocated with equal chance to receive either the active or the placebo video game, with minimization stratified by age group (child, age 7 to 12 years; teenager, age 13 to 17 years; and adult, 18 years and older).en_US
dcterms.abstractInterventions Falling-blocks video games played at home on an iPod Touch for 1 hour per day for 6 weeks. The active video game had game elements split between eyes with a dichoptic contrast offset (mean [SD] initial fellow eye contrast, 0.23 [0.14]). The placebo video game presented identical images to both eyes.en_US
dcterms.abstractMain Outcomes and Measures Change in amblyopic eye visual acuity at 6 weeks. Secondary outcomes included compliance, stereoacuity, and interocular suppression. Participants and clinicians who measured outcomes were masked to treatment allocation.en_US
dcterms.abstractResults Of the 115 included participants, 65 (56.5%) were male and 83 (72.2%) were white, and the mean (SD) age at randomization was 21.5 (13.6) years. There were 89 participants (77.4%) who had prior occlusion. The mean (SD) amblyopic eye visual acuity improved 0.06 (0.12) logMAR from baseline in the active group (n = 56) and 0.07 (0.10) logMAR in the placebo group (n = 59). The mean treatment difference between groups, adjusted for baseline visual acuity and age group, was −0.02 logMAR (95% CI, −0.06 to 0.02; P = .25). Compliance with more than 25% of prescribed game play was achieved by 36 participants (64%) in the active group and by 49 (83%) in the placebo group. At 6 weeks, 36 participants (64%) in the active group achieved fellow eye contrast greater than 0.9 in the binocular video game. No group differences were observed for any secondary outcomes. Adverse effects included 3 reports of transient asthenopia.en_US
dcterms.abstractConclusions and Relevance The specific home-based binocular falling-blocks video game used in this clinical trial did not improve visual outcomes more than the placebo video game despite increases in fellow eye contrast during game play. More engaging video games with considerations for compliance may improve effectiveness.en_US
dcterms.bibliographicCitationJAMA ophthalmology, Feb. 2018, v. 136, no. 2, p. 172-181en_US
dcterms.isPartOfJAMA ophthalmologyen_US
dcterms.issued2018-02-
dc.identifier.isiWOS:000424700200014-
dc.identifier.scopus2-s2.0-85041653816-
dc.identifier.eissn2168-6173en_US
dc.identifier.rosgroupid2017004657-
dc.description.ros2017-2018 > Academic research: refereed > Publication in refereed journalen_US
dc.description.validate201808 bcrcen_US
dc.description.oaNot applicableen_US
dc.identifier.FolderNumberSO-0071-
dc.description.fundingSourceRGCen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextHealth Research Council of New Zealand and granten_US
dc.identifier.OPUS6818002-
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