This project addresses the challenge of visual function intervention in children with monocular anisometropic amblyopia. It employs two innovatively designed digital games combined with occlusion therapy to conduct visual function training through parent-child interaction in home or multi-scenario environments. The study will compare this combined approach against traditional occlusion therapy alone, evaluating improvements in visual function, intrinsic motivation, and emotion regulation before and after the intervention. The research aims to promote the implementation and dissemination of personalized and engaging healthcare services. Ultimately, it seeks to establish a comprehensive visual function training product and service system suitable for daily use in home settings, with the goals of reducing medical anxiety in children and holistically enhancing treatment efficacy, training compliance, and overall clinical experience.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
TREATMENT
Masking
NONE
Enrollment
66
The game designed for amblyopia training feature innovative designs.
The game designed for amblyopia training feature innovative designs.
Wear an eye patch on the sound eye side daily for 4 hours.
Number of participants with Objective improvement in visual function
Contrast sensitivity measured using the standard contrast sensitivity test;Stereopsis measured using the Titmus Fly Test;Simultaneous perception assessed using the Worth 4-dot test;Fusion ability assessed using the synoptophore with line fusion targets.
Time frame: 3 months after the first visit
Best-Corrected Visual Acuity (BCVA) assessed by LogMAR chart
Time frame: 3 months after the first visit
Improvement in functional vision in daily living
Functional vision assessed by Cardiff Visual Ability Questionnaire for Children (CVAQC)
Time frame: 3 months after the first visit
Medical fear assessed by Child Medical Fear Scale (CMFS)
Time frame: 3 months after the first visit
Anxiety assessed by Child Anxiety Meter-State (CAM-S)
Time frame: 3 months after the first visit
Compliance
User experience assessed by Intrinsic Motivation Inventory (IMI)
Time frame: 3 months after the first visit
Acceptance
User experience assessed by Game Experience Questionnaire (GEQ)
Time frame: 3 months after the first visit
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