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An Active Approach to Treat Amblyopia: Perceptual Learning and Video Games

This study is currently recruiting participants.
Verified October 2017 by University of California, Berkeley
Sponsor:
ClinicalTrials.gov Identifier:
NCT01115283
First Posted: May 4, 2010
Last Update Posted: October 30, 2017
The safety and scientific validity of this study is the responsibility of the study sponsor and investigators. Listing a study does not mean it has been evaluated by the U.S. Federal Government. Know the risks and potential benefits of clinical studies and talk to your health care provider before participating. Read our disclaimer for details.
Collaborator:
National Eye Institute (NEI)
Information provided by (Responsible Party):
University of California, Berkeley
May 3, 2010
May 4, 2010
October 30, 2017
July 2015
May 2020   (Final data collection date for primary outcome measure)
Amblyopic vision [ Time Frame: 9 months ]
Improvement in amblyopic vision : visual acuity and stereoacuity
Improvement in spatial and stereo vision [ Time Frame: 6 months ]
Complete list of historical versions of study NCT01115283 on ClinicalTrials.gov Archive Site
  • Spatial vision [ Time Frame: 9 months ]
    Improvement in spatial vision (eg. contrast sensitivity, positional acuity and spatial attention)
  • Temporal vision [ Time Frame: 9 months ]
    Improvement in temporal processing and temporal vision
Not Provided
Not Provided
Not Provided
 
An Active Approach to Treat Amblyopia: Perceptual Learning and Video Games
Improving Spatial and Temporal Vision in Adult and Juvenile Amblyopia
Amblyopia, a developmental abnormality that impairs spatial vision, is a major cause of vision loss, resulting in reduced visual acuity and reduced sensitivity to contrast. This study uses psychophysical measures to study neural plasticity in both adults and children with amblyopia.
Amblyopia, a developmental abnormality that impairs spatial vision, is a major cause of vision loss, resulting in reduced visual acuity and reduced sensitivity to contrast. Our previous findings (see CITATIONS) show that the adult amblyopic brain is still plastic and malleable, suggesting that active approach is potential useful in treating amblyopia. The goal of this project is to assess the limits and mechanisms of neural plasticity in both normal and amblyopic spatial vision. This study uses psychophysical measures to study neural plasticity in both adults and children with amblyopia. Research participants will be asked to practice a visual discrimination task (perceptual learning) or to play video games with the amblyopic eye for a period of time. A range of visual functions will be monitored during the course of treatment.
Interventional
Phase 1
Phase 2
Allocation: Randomized
Intervention Model: Crossover Assignment
Masking: None (Open Label)
Primary Purpose: Treatment
Amblyopia
  • Behavioral: Perceptual learning
    Research participants will be asked to practice a visual discrimination task (e.g. position acuity, contrast sensitivity, stereoacuity etc) in our laboratory for a period of time (2 hrs/day, 5 days/week).
    Other Names:
    • vision therapy
    • vision training
  • Behavioral: Video Games
    Research participants will be asked to play "off-the-shelf" video games in our laboratory for a period of time (2 hrs/day, 5 days/week).
    Other Names:
    • vision therapy
    • vision training
  • Behavioral: Occlusion therapy
    Research participants will be required to cover the good eye during the day in order to push the brain to use the amblyopic eye (2 hrs/day, 5 days/week for 2-4 weeks).
    Other Names:
    • vision training,
    • vision therapy
  • Experimental: Perceptual learning
    Patients will be asked to practice a range of visual discrimination tasks for a period of time (each therapy session:1-2 hrs, 4-5 sessions/wk for ~1-6 months).
    Intervention: Behavioral: Perceptual learning
  • Experimental: Occlusion therapy
    The fellow sound will be covered with a standard eye patch for a period of time (1-2 hrs/day, 4-5 days/wk for ~1-3 months). The idea is to push the brain to use the weaker amblyopic eye.
    Intervention: Behavioral: Occlusion therapy
  • Experimental: Video game
    Patients will be asked to play videogames for a period of time (each therapy session:1-2 hrs, 4-5 sessions/wk for ~1-6 months).
    Intervention: Behavioral: Video Games

*   Includes publications given by the data provider as well as publications identified by ClinicalTrials.gov Identifier (NCT Number) in Medline.
 
Recruiting
50
May 2020
May 2020   (Final data collection date for primary outcome measure)

Inclusion Criteria:

  • adults and children (>5 years old) with normal vision or amblyopia
  • amblyopia: interocular VA difference of at least 0.1 logMAR

Exclusion Criteria:

  • any ocular pathological conditions, nystagmus
Sexes Eligible for Study: All
5 Years to 75 Years   (Child, Adult, Senior)
Yes
Contact: Roger W Li, OD, PhD oroger@berkeley.edu
United States
 
 
NCT01115283
R01EY001728( U.S. NIH Grant/Contract )
R01EY001728 ( U.S. NIH Grant/Contract )
No
Not Provided
Not Provided
University of California, Berkeley
University of California, Berkeley
National Eye Institute (NEI)
Principal Investigator: Roger W Li, OD, PhD School of Optometry, Univeristy of california-Berkeley
Principal Investigator: Dennis M Levi, OD, PhD School of Optometry, Univerisity of California-Berkeley
University of California, Berkeley
October 2017

ICMJE     Data element required by the International Committee of Medical Journal Editors and the World Health Organization ICTRP