Evaluation of Eyelander, a Video Game Designed to Engage Children and Young People with Homonymous Visual Field Loss in Compensatory Training

Author:

Waddington Jonathan1,Linehan Conor2,Gerling Kathrin3,Williams Cathy4,Robson Leonie5,Ellis Richard6,Hodgson Timothy7

Affiliation:

1. Research and Development Department, WESC Foundation, Topsham Road, Countess Wear, Exeter, EX2 6HA, UK

2. School of Applied Psychology, University College Cork, Enterprise Centre, North Mall, Cork, T23 TK30, Ireland

3. Department of Computer Science, Katholieke Universiteit Leuven, Andreas Vesaliusstraat 13, 3000 Leuven, Belgium

4. Bristol Population Health Science Institute, Bristol University, Whiteladies Road, Bristol, BS8 1NU, UK

5. Orthoptic Department, United Lincolnshire Hospitals NHS Trust, Lincoln County Hospital, Greetwell Road, Lincoln, LN2 5QY, UK

6. Education Department, WESC Foundation, Exeter, UK

7. School of Psychology, University of Lincoln, Brayford Way, Brayford Pool, Lincoln, LN6 7TS, UK

Abstract

Introduction Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. It is unclear, however, whether rehabilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and have failed to keep them engaged. In this study, we assessed whether children and young people with homonymous visual field loss would adhere to six weeks of unsupervised compensatory training using a specialized video game. Methods Participants aged between 7 and 25 years with homonymous visual field loss completed tabletop assessments of visual search across four site visits. Two baseline assessments separated by four weeks evaluated spontaneous improvements before training began. Participants were then given a copy of the video game to use unsupervised at home for six weeks. Two follow-up assessments separated by four weeks were then conducted to evaluate immediate and acutely maintained effects of training. Results Fifteen candidates met the inclusion-exclusion criteria, nine participated, and eight completed the study. Participants completed an average of 5.6 hours of unsupervised training over the six weeks. Improvements on in-game metrics plateaued during week three of training. The time taken to find objects during tabletop activities improved by an average of 24%–95% CI (2%, 46%)—after training. Discussion The findings demonstrate that children and young people with homonymous visual field loss will engage with gamified compensatory training, and it can improve visual outcomes with less of a time commitment than has been required of adults participating in non-gamified training in previous studies. Appropriately powered, randomized controlled trials are required to evaluate the validity and generalizability of observed training effects. Implications for practitioners Rehabilitation specialists can use specialist video games and gamification technique to engage children and young people with homonymous visual field loss in long-term unsupervised training schedules.

Publisher

SAGE Publications

Subject

Rehabilitation,Ophthalmology

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