Research

Toward Using Effective Elements in Adults’ Amblyopia Treatment in a Virtual Reality-Based Gamified Binocular Application

Toward Using Effective Elements in Adults’ Amblyopia Treatment in a Virtual Reality-Based Gamified Binocular Application

Toward Using Effective Elements in Adults’ Amblyopia Treatment in a Virtual Reality-Based Gamified Binocular Application

By Ali Khaleghi, Zahra Aghaei, and Fateme Hosseinnia

Abstract

“The common method for treating amblyopia (lazy eye) in adults is binocular therapy implemented as simple computer games. However, it lacks the maximum therapeutic elements effective in treating amblyopia and uses expensive stereoscopes and virtual reality (VR) glasses, limiting widespread use. Also, gamification can be incorporated into these games to keep patients’ motivation over a stable period. The features that have the potential to be included in binocular games are identified and included in a VR-based gamified binocular application with a more straightforward implementation than the games presented so far. The game is implemented on smartphones to increase accessibility. Color and size of game components, CAM stimulator, and binocular therapy using VR were identified and incorporated in a VR zombie shooter first-person shooter game. Eight experts evaluated the game with a questionnaire designed based on Nielsen's heuristics evaluation and therapeutic aspects. The initial tests with experts indicated the game’s potential application as a therapeutic tool for improving the visual acuity and vision’s contrast and depth. Also, the game has the potential application in increasing motivation and interaction. After rigorous evaluations with patients, the game can be used outside clinics by adjusting it regarding the patient's eyes in advance and remotely.”

Reference

Khaleghi, A., Aghaei, Z., & Hosseinnia, F. (2022). Toward using effective elements in adults’ amblyopia treatment in a virtual reality-based gamified binocular application. Entertainment Computing, 100504. doi:10.1016/j.entcom.2022.100504 https://www.sciencedirect.com/science/article/abs/pii/S1875952122000283

Keyword

Amblyopia, gamification, adult lazy eye treatment, binocular game, virtual reality, smartphones, research