Abstract
Amblyopia is the medical term for a "lazy eye." It occurs when vision in one or both eyes does not develop properly during childhood even though there is no structural abnormality of the eye. It consists of an interocular difference of two lines or more in a visual acuity table (without specifying any), or visual acuity worse than or equal to 20/30 Snellen Feet equivalent to 0.2 LogMAR, with the best optical correction. (American Academy of Ophthalmology) Patching is the international gold standard amblyopia treatment, based on a monocular stimulation of the eye with lower vision. It needs high compliance and a long period of treatment during plastic age. The purpose of our work is to evaluate the efficiency of a different and faster method for amblyopia rehabilitation, useful even for patients out of the plastic age: specifically homebased binocular rehabilitation therapy through specific smartphone/tablet games combined with anagliphyc glasses. This method, due to its ease of use, high compliance and cheap cost, could reach a great number of patients that until now have the risk of being abandoned if they are not able, for different reason, to follow the others common therapies. Fifty-five patients: mean age 8.98 ± 5.38, underwent ophthalmologic and orthoptic evaluations for amblyopia: BVCA with ETDRS logMAR, stereoacuity with Lang Stereotest I, ocular motility examination, fundus oculi and cycloplegic refraction examination. Eligible children had ⩾0.2 (as applicable) logMAR interocular difference, or BVCA worse or equal to 0.2 LogMAR. Patients were rehabilitated with specific dichoptic treatment by digital videogames for 1 hour/day for 2 months. Children wore red-blue anaglyphic glasses to play the games (with low-contrast components visible to 1 eye and high-contrast components visible to the other eye) for 7 hours per week (1 hour per day) for 8 weeks, with 2 outcome examinations programmed by protocol at 4 and 8 weeks from baseline. After 8 weeks of treatment, amblyopic eye BCVA improved from 0.28 ± 0.13 logMAR at baseline to 0.10 ± 0.09 (P < .05) logMAR, with an improvement of 0.18 ± 0.09 logMAR. Achieved results relating to visual acuity improvements using binocular rehabilitation by digital videogames were statistically significant and encouraging. It is important that research and experimentation does not cease at this stage. Larger sample sizes, extended rehabilitation treatment periods and longer follow-up must be undertaken, in order to obtain objective data relating to visual acuity maintenance and also to obtained visual acuity results linked to age.
Published Version
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have