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Adherence to home-based videogame treatment for amblyopia in children and adults.
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; Walker, Natalie; Thompson, Benjamin.
Afiliação
  • Gao TY; School of Optometry and Vision Science, University of Auckland, Auckland, New Zealand.
  • Black JM; School of Optometry and Vision Science, University of Auckland, Auckland, New Zealand.
  • Babu RJ; School of Optometry and Vision Science, University of Waterloo, Waterloo, ON, Canada.
  • Bobier WR; School of Optometry and Vision Science, University of Waterloo, Waterloo, ON, Canada.
  • Chakraborty A; School of Optometry and Vision Science, University of Waterloo, Waterloo, ON, Canada.
  • Dai S; Chicago College of Optometry, Midwestern University, Midwestern, IL, USA.
  • Guo CX; Department of Ophthalmology, University of Auckland, Auckland, New Zealand.
  • Hess RF; Department of Ophthalmology, Queensland Children's Hospital, Brisbane, Australia.
  • Jenkins M; School of Optometry and Vision Science, University of Auckland, Auckland, New Zealand.
  • Jiang Y; Department of Ophthalmology, McGill Vision Research, McGill University, Montreal, QC, Canada.
  • Kearns LS; National Institute for Health Innovation, School of Population Health, University of Auckland, Auckland, New Zealand.
  • Kowal L; National Institute for Health Innovation, School of Population Health, University of Auckland, Auckland, New Zealand.
  • Lam CSY; Centre for Eye Research Australia, Royal Victorian Eye and Ear Hospital, Melbourne, Australia.
  • Pang PCK; Centre for Eye Research Australia, Royal Victorian Eye and Ear Hospital, Melbourne, Australia.
  • Parag V; School of Optometry, Hong Kong Polytechnic University, Hong Kong, SAR, China.
  • Pieri R; School of Optometry, Hong Kong Polytechnic University, Hong Kong, SAR, China.
  • Nallour Raveendren R; National Institute for Health Innovation, School of Population Health, University of Auckland, Auckland, New Zealand.
  • South J; Centre for Eye Research Australia, Royal Victorian Eye and Ear Hospital, Melbourne, Australia.
  • Staffieri SE; School of Optometry and Vision Science, University of Waterloo, Waterloo, ON, Canada.
  • Wadham A; School of Optometry and Vision Science, University of Auckland, Auckland, New Zealand.
  • Walker N; Centre for Eye Research Australia, Royal Victorian Eye and Ear Hospital, Melbourne, Australia.
  • Thompson B; National Institute for Health Innovation, School of Population Health, University of Auckland, Auckland, New Zealand.
Clin Exp Optom ; 104(7): 773-779, 2021 09.
Article em En | MEDLINE | ID: mdl-33689654
ABSTRACT
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.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Ambliopia / Jogos de Vídeo Tipo de estudo: Clinical_trials Limite: Adolescent / Adult / Aged / Child / Humans Idioma: En Ano de publicação: 2021 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Ambliopia / Jogos de Vídeo Tipo de estudo: Clinical_trials Limite: Adolescent / Adult / Aged / Child / Humans Idioma: En Ano de publicação: 2021 Tipo de documento: Article