- ICH GCP
- US Clinical Trials Registry
- Clinical Trial NCT05956938
Effect of Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.
Effect of Training Using Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.
Study Overview
Status
Conditions
Intervention / Treatment
Detailed Description
Study Type
Enrollment (Actual)
Phase
- Not Applicable
Contacts and Locations
Study Locations
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Barcelona
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Terrassa, Barcelona, Spain, 08222
- Carrer del Violinista Vellsola, 37, 08222 Terrassa, Barcelona
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Participation Criteria
Eligibility Criteria
Ages Eligible for Study
- Adult
Accepts Healthy Volunteers
Description
Inclusion Criteria:
- No strabismus and/or amblyopia.
- Not presenting accommodative difficulties or difficulties in ocular convergence.
Exclusion Criteria:
- Presence of amblyopia and strabismus, accommodative insufficiency, convergence insufficiency
- Be federated in any sport in which they train more than 3 hours a week in the past and previous year (1 year ago) from the day of the experimental measurements.
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Treatment
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: Single
Arms and Interventions
Participant Group / Arm |
Intervention / Treatment |
|---|---|
|
Experimental: Action Video game Group
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days.
Each session will take into account an increase in the difficulty of the task gradually based on the nature of the video game.
The video game selected will be ContraIII: Alien Wars, from the Nintendo Mini Classic console.
|
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days.
Each session will take into account an increase in the difficulty of the task gradually based on the nature of the video game.
The video game selected will be ContraIII: Alien Wars, from the Nintendo Mini Classic console.
|
|
Experimental: Stroboscopic Glasses Group
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days.
Each session will take into account a gradual increase in the difficulty of the task, divided into three visuomotor and anticipation components (ball size, type of trajectory and distance from the stimulus).
The training sessions will consist of 2 series, and will be based on passing a ball between two people.
Every 60 passes the flicker level of the glasses will increase, starting with level 1 (6hz) and ending at level 6 (1.75hz).
|
A one-hour training session will be held, divided into 2 30-minute sessions over 2 days. Each session will take into account a gradual increase in the difficulty of the task, divided into three visuomotor and anticipation components (ball size, type of trajectory and distance from the stimulus). The training sessions will consist of 2 series, and will be based on passing a ball between two people. Every 60 passes the flicker level of the glasses will increase, starting with level 1 (6hz) and ending at level 6 (1.75hz) |
|
No Intervention: Control Group
Participants in the control group will watch 1 video clip/series/film of 1 hour duration on a television located at least 1.5 meters away.
|
What is the study measuring?
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Dynamic Visual Acuity
Time Frame: Before the intervention
|
Dynamic Visual Acuity 1.0 m/s and contrast 100%
|
Before the intervention
|
|
Dynamic Visual Acuity
Time Frame: Immediately after the intervention
|
Dynamic Visual Acuity 1.0 m/s and contrast 100%
|
Immediately after the intervention
|
|
Dynamic Visual Acuity
Time Frame: 1 month
|
Dynamic Visual Acuity 1.0 m/s and contrast 100%
|
1 month
|
|
Dynamic Visual Acuity
Time Frame: Before the intervention
|
Dynamic Visual Acuity 1.0 m/s and contrast 10%
|
Before the intervention
|
|
Dynamic Visual Acuity
Time Frame: Immediately after the intervention
|
Dynamic Visual Acuity 1.0 m/s and contrast 10%
|
Immediately after the intervention
|
|
Dynamic Visual Acuity
Time Frame: 1 month
|
Dynamic Visual Acuity 1.0 m/s and contrast 10%
|
1 month
|
|
Dynamic Visual Acuity
Time Frame: Before the intervention
|
Dynamic Visual Acuity 0,5 m/s and contrast 100%
|
Before the intervention
|
|
Dynamic Visual Acuity
Time Frame: Immediately after the intervention
|
Dynamic Visual Acuity 0,5 m/s and contrast 100%
|
Immediately after the intervention
|
|
Dynamic Visual Acuity
Time Frame: 1 month
|
Dynamic Visual Acuity 0,5 m/s and contrast 100%
|
1 month
|
|
Dynamic Visual Acuity
Time Frame: Before the intervention
|
Dynamic Visual Acuity 0,5 m/s and contrast 10%
|
Before the intervention
|
|
Dynamic Visual Acuity
Time Frame: Immediately after the intervention
|
Dynamic Visual Acuity 0,5 m/s and contrast 10%
|
Immediately after the intervention
|
|
Dynamic Visual Acuity
Time Frame: 1 month
|
Dynamic Visual Acuity 0,5 m/s and contrast 10%
|
1 month
|
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Posner task
Time Frame: Before the intervention
|
Change of attention
|
Before the intervention
|
|
Posner task
Time Frame: Immediately after the intervention
|
Change of attention
|
Immediately after the intervention
|
|
Posner task
Time Frame: 1 month
|
Change of attention
|
1 month
|
|
Go - No - Go task
Time Frame: Before the intervention
|
Selective attention and response control
|
Before the intervention
|
|
Go - No - Go task
Time Frame: Immediately after the intervention
|
Selective attention and response control
|
Immediately after the intervention
|
|
Go - No - Go task
Time Frame: 1 month
|
Selective attention and response control
|
1 month
|
|
Multiple object tracking (MOT)
Time Frame: Before the intervention
|
Simultaneously monitor multiple moving objects.
|
Before the intervention
|
|
Multiple object tracking (MOT)
Time Frame: Immediately after the intervention
|
Simultaneously monitor multiple moving objects.
|
Immediately after the intervention
|
|
Multiple object tracking (MOT)
Time Frame: 1 month
|
Simultaneously monitor multiple moving objects.
|
1 month
|
Collaborators and Investigators
Publications and helpful links
General Publications
- Green CS, Bavelier D. Learning, attentional control, and action video games. Curr Biol. 2012 Mar 20;22(6):R197-206. doi: 10.1016/j.cub.2012.02.012.
- Green CS, Bavelier D. Action video game modifies visual selective attention. Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.
- Feng J, Spence I. Playing action video games boosts visual attention. In: Video game influences on aggression, cognition, and attention. Springer; 2018. p. 93-104
- Green CS, Bavelier D. Action video game training for cognitive enhancement. Curr Opin Behav Sci. 2015;4:103-8.
- Green CS, Li R, Bavelier D. Perceptual learning during action video game playing. Top Cogn Sci. 2010 Apr;2(2):202-16. doi: 10.1111/j.1756-8765.2009.01054.x. Epub 2009 Oct 30.
- Li L, Chen R, Chen J. Playing Action Video Games Improves Visuomotor Control. Psychol Sci. 2016 Aug;27(8):1092-108. doi: 10.1177/0956797616650300. Epub 2016 Jul 8.
- Dye MW, Green CS, Bavelier D. Increasing Speed of Processing With Action Video Games. Curr Dir Psychol Sci. 2009;18(6):321-326. doi: 10.1111/j.1467-8721.2009.01660.x.
- Wilkins L, Appelbaum LG. An early review of stroboscopic visual training: insights, challenges and accomplishments to guide future studies. Int Rev Sport Exerc Psychol. 2020;13(1):65-80.
- Clark JF, Ellis JK, Bench J, Khoury J, Graman P. High-performance vision training improves batting statistics for University of Cincinnati baseball players. PLoS One. 2012;7(1):e29109. doi: 10.1371/journal.pone.0029109. Epub 2012 Jan 19.
- Wilkins L, Nelson C, Tweddle S. Stroboscopic visual training: A pilot study with three elite youth football goalkeepers. Journal of Cognitive Enhancement. 2018;2:3-11.
- Holliday J. Effect of stroboscopic vision training on dynamic visual acuity scores: Nike Vapor Strobe® Eyewear. 2013
- Wilkins L, Gray R. EFFECTS OF STROBOSCOPIC VISUAL TRAINING ON VISUAL ATTENTION, MOTION PERCEPTION, AND CATCHING PERFORMANCE. Percept Mot Skills. 2015 Aug;121(1):57-79. doi: 10.2466/22.25.PMS.121c11x0. Epub 2015 Jun 30.
- Green CS, Bavelier D. Action-video-game experience alters the spatial resolution of vision. Psychol Sci. 2007 Jan;18(1):88-94. doi: 10.1111/j.1467-9280.2007.01853.x.
Study record dates
Study Major Dates
Study Start (Actual)
Primary Completion (Actual)
Study Completion (Actual)
Study Registration Dates
First Submitted
First Submitted That Met QC Criteria
First Posted (Actual)
Study Record Updates
Last Update Posted (Actual)
Last Update Submitted That Met QC Criteria
Last Verified
More Information
Terms related to this study
Other Study ID Numbers
- VAD1
Plan for Individual participant data (IPD)
Plan to Share Individual Participant Data (IPD)?
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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