Current Developments in the Management of Amblyopia with the Use of Perceptual Learning Techniques
Abstract
:1. Introduction
1.1. Background
1.2. Pathogenesis
2. Materials and Methods
2.1. Objective
2.2. Eligibility Criteria
- Inclusion criteria:
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- Studies published in English;
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- Only studies performed in humans;
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- All types of amblyopia.
- Exclusion criteria:
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- Studies previous to the year 2020;
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- Articles not referring to perceptual learning as a treatment for amblyopia;
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- Review articles.
3. Results
3.1. Binocular Approaches
3.1.1. Monocular Perceptual Learning
3.1.2. Binocular Perceptual Learning
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- Partial presentation: Different elements of a visual scene are presented in each eye (as complementary parts of a puzzle), and the whole image can be perceived through binocular fusion [24].
- Interactive video games;
- Virtual reality/augmented reality;
- Passive dichoptic movie/video viewing;
- Vision therapy;
- *Transcranial electric stimulation (t-ES).
Interactive Video Games
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- Occlu-tab (or Occlu-pad): Occlutab (Yaguchi Electric Co., Ltd., Ishinomaki, Japan) (or Occlupad as it was alternatively named in a few countries) is a modified i-Pad tablet device with the addition of a linear polarization filter on the display resulting in a “white screen” appearance to the naked eye. Patients use the device to play various video games while wearing specially designed polarizing glasses, which make the game elements visible only to the amblyopic eye while the fellow eye can see a white screen. The glasses have circular polarization filters so that the amblyopic eye can still see the image displayed, even if patients rotate the tablet or tilt their heads [33]. The game tasks require the use of a palm-sized tangible block (like a touch mouse), promoting simultaneous training of eye-hand coordination skills [33]. Two randomized control studies (RCTs), with more than 200 amblyopic children in total, have compared the effectiveness of this videogame treatment in combination with refractive correction versus either corrective spectacles alone or eye patching, respectively [33,42]. Both yielded a significantly greater improvement in VA in the game group [33,42]. One study included children 4 to 6 years old, while the other included patients within and beyond the critical period (up to 12 years old).
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- i-Pod: Another RCT investigated the treatment effect of a modified “Tetris” falling blocks game loaded on an i-Pod touch device in older patients (>7 years old, including adults) [39]. Selective-dichoptic presentation of the game elements was achieved by depicting the falling blocks with different colors from the bottom-lying blocks and with the use of red-green filter glasses in the study group. The training sessions began with the presentation of stimuli in maximum contrast to the amblyopic eye and reduced contrast to the sound eye in order to overcome interocular suppression. During the training course, the contrast for the fellow eye gradually increased. Results showed a significant improvement in VA in the study group, with additional improvement in stereoacuity [39]. Similar results have been reported in a case–control study with adult participants playing a dichoptic Tetris game on a stock i-Pad tablet device [34].
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- Online PL platforms: Other treatment protocols consist of network-based training platforms, where patients perform online PL tasks from their home computer, and the training data and progression rates are stored online and could be remotely monitored by the clinician [28,45]. These platforms include appropriate algorithms to generate tailor-made training plans according to each patient’s age, refraction, baseline VA and stereoacuity, and adjust the plan according to their progress [28,65]. The patients wear filter glasses during the sessions while the software is presenting 3D images or random-dot anaglyphic stimuli intended to stimulate stereoscopic perception [28,45]. These perceptual games were proven effective in children aging within and beyond the critical period, resulting in VA and stereoacuity improvement, with stable results throughout a 6 month follow-up [28,45].
Virtual Reality/Augmented Reality
Passive Dichoptic Movie/Video Viewing
Vision Therapy
Transcranial Electric Stimulation (tES)
3.2. Predictive Factors for Perceptual Learning Treatment Outcome
3.3. Advantages and Disadvantages of Perceptual Learning Treatment
3.3.1. Advantages
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- Addresses multiple amblyopia impairments: A great number of studies support that the various PL treatments are effective in improving VA of the amblyopic eye, with superior, or at least equal results compared to patching [27,37,40,54,57,58,61,67]. Furthermore, the PL approaches have a definite advantage in restoring other visual deficits, like stereoacuity, CS, and crowding effect, as well as visuomotor deficits, while patching has no impact on them [13,27,28,31,34,37,40,44,46,49,54,57,59,61].
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- More entertaining: Playing video games is definitely more appealing and pleasant for young patients than wearing an eye patch [13]. By incorporating game principles (scenario- storyline, targets and enemies, levels of increasing difficulty with goals and rewards), therapy becomes more intriguing [28]. Similarly, watching animated movies in 3D mode is more exciting than watching 2-dimensionally with one eye also covered.
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- No social stigma: Many patients wearing a visible-to-others eye patch or foggy spectacle report low self-esteem, depression, frustration, feelings of isolation, and poor social acceptance [13]. This burden is often the reason for poor compliance in the occlusion treatment [13]. On the other hand, children attending PL activities do not experience similar psychological stress.
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- Faster treatment effects: Many studies have pointed out that PL programs generate equivalent visual outcomes in a shorter time (at least 5-fold faster) compared to patching [13,27,30,34,47,50,58,61]. Thus, this improves adherence and brings optimal results [49,52]. Additionally, when PL is combined with electric brain stimulation, the improvement rate is even greater, reducing the number of sessions required to achieve therapeutic results [66].
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- Sustainable effects: Studies report stable results for PL treatments, lasting long after treatment cessation [13,23,51], even 6 months later [45]. A recent prospective cohort study assessed the risk of recurrence after contrast-rebalanced dichoptic treatment in 100 effectively treated children and reported a 28% regression risk up to 3 years follow-up [68]. The secondary analysis found a similar recurrence risk to the successfully treated children with patching or atropine at 12 months (24%) [68]. Further long-term follow-up studies are needed, though, to verify these preliminary results.
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- Beneficial for children, adults, and cases resistant to occlusion: PL has shown favorable results in children within and above the critical period, as well as in adults, where patching is not effective [33,51,61]. Furthermore, PL seems to offer some benefit to patients who were unresponsive to occlusion [30,37].
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- Low adverse effects rates: Reported potential adverse effects of dichoptic therapy are diplopia (double vision)-usually transient, eye strain, reverse amblyopia (worsening of VA in the previously better-seeing eye), manifestation or worsening of pre-existing strabismus, drowsiness, and headache [29,36,52]. Persistent diplopia is quite rare, while transient diplopia is reported in approximately 15% of treated cases [29]. Strabismus patients are prone to develop diplopia as a result of interocular suppression rebalance [29]. Especially those beginning treatment at an age above the critical period or adults with a history of strabismus surgery in childhood are at higher risk for intractable diplopia [29]. Other studies recorded no side effects to their participants [36,52].
3.3.2. Disadvantages
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- PL is more complex and costly: While occlusion treatment requires a simple and cheap eye patch, PL therapies are mainly delivered through sophisticated and expensive electronic equipment, like computers, tablets, game consoles, or even VR goggles, and they often require an internet connection [13,27,39,47]. Furthermore, there is a considerable cost for the development and modification of games or training software [47]. We have already discussed a certain approach that enables plain household screens for dichoptic PL presentation with the use of polarizing films [41].
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- Additionally, while most PL programs are home-based, there are several others that are designed to be conducted in an office setting [27,47]. This involves additional costs for transportation from and to the clinic, absence of work hours for parents, as well as payment for the personnel supervising the training sessions [47].
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- PL interactive video games are inappropriate for younger children: Patients under 5.5 years old lack the cognitive maturity to comprehend game tasks and settings, and lengthy sessions could be too tedious for them [13,47]. Therefore, this type of treatment is not suitable for preschool children that require immediate intervention. On the contrary, passive movie viewing could be effectively applied to these patients, as they do not require understanding and interaction.
3.4. Compliance
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Article | Publication Year | Geographical Region | Treatment Type | Age Ranges | Type of Amblyopia |
---|---|---|---|---|---|
Leal Vega et al. [27] | 2022 | Valladolid and Alicante, Spain | Dichoptic virtual reality (VR) video game | 5–17 yo | Anisometropic |
Zheng et al. [28] | 2022 | Shangai, China | Online PL platform versus patching | 4–12 yo | Anisometropic and strabismic |
Dahlmann-Noor et al. [29] | 2022 | London, UK | Dichoptic movie viewing versus patching | 3–8 yo | Anisometropic, strabismic, and combined |
Hsieh et al. [30] | 2022 | Taiwan | Combined vision therapy and patching versus patching alone | 7–10 yo | Anisometropic |
Zhong et al. [5] | 2022 | China | Combined PL and patching and patching alone | >7 yo | Deprivation amblyopia |
Godinez et al. [12] | 2021 | California, USA | Dichoptic VR video game | 18–62 yo | Mainly strabismic |
Hou et al. [25] | 2022 | San Fransico, USA | Dichoptic PL video game | 22–62 yo | Anisometropic, strabismic, and combined |
Hou C. [31] | 2022 | USA | Perceptual learning with dichoptic training | 22–62 yo | Anisometropic, strabismic, and combined |
Milla et al. [32] | 2022 | Alicante, Spain | Combined vision therapy and occlusion | 7–18 yo | Anisometropic and strabismic |
Handa et al. [33] | 2022 | Japan, India | Dichoptic video game versus patching | 3–12 yo | Anisometropic |
Ojiabo et al. [34] | 2022 | South Africa | Dichoptic video game | 19–29 yo | Anisometropic |
Du et al. [26] | 2023 | Beijing, China | Augmented reality (AR) | >18 yo | |
Huang et al. [30] | 2022 | China | PL Vision therapy | 7–10 yo | Bilateral amblyopia |
Tan et al. [35] | 2022 | China | VR versus AR video game | 4–10 yo | Refractive unilateral and bilateral amblyopia |
Mirmohammadsadeghi et al. [36] | 2022 | Tehran, India | Dichoptic movie viewing | 17–37 yo | Anisometropic, strabismic, and combined |
Hernández-Rodríguez et al. [37] | 2021 | Alicante, Spain | Monocular PL therapy versus patching | 5–11 yo | Anisometropic and strabismic |
He et al. [38] | 2023 | China | Monocular PL | 10–24 yo | Anisometropic and strabismic |
Pang et al. [39] | 2020 | Hong Kong | Dichoptic video game | >7 yo | Anisometrpic, strabismic, and combined |
Jost et al. [40] | 2022 | Texas, USA | Dichoptic movie viewing versus patching | 3–7 yo | Anisometropic, strabismic, and combined |
Iwata et al. [41] | 2022 | Japan | Dichoptic movie viewing versus patching | 4–6 yo | Anisometropic |
Manny et al. [42] | 2022 | USA | Dichoptic video game versus spectacle correction | 4–6 yo | Anisometropic, strabismic, and combined |
Lee et al. [43] | 2020 | USA | Dichoptic video game versus monocular PL versus combination with patching, Crossover | 8–18 yo | Anisometropic and strabismic |
Roy et al. [44] | 2022 | India | Dichoptic video game versus occlusion | 5–15 yo | Anisometropic |
Martín-González et al. [45] | 2020 | Spain | Dichoptic video game | 7–14 yo | Anisometropic and strabismic |
Liu et al. [46] | 2021 | China | Dichoptic video game | 6–17 yo | Anisometropic, strabismic, and combined |
Kadhum et al. [47] | 2021 | The Netherlands | Dichoptic VR video game | 4–12 yo | Anisometropic, strabismic, and combined |
Molina-Martín et al. [48] | 2023 | Spain | Dichoptic VR video game | 8–14 yo | Anisometropic |
Xiao et al. [49] | 2021 | USA | Dichoptic movie viewing | 4–12 yo | Anisometropic, strabismic, and combined |
Kadhum et al. [50] | 2023 | The Netherlands | Dichoptic video game versus occlusion | 4–12 yo | Anisometropic, strabismic, and combined |
Banko et al. [51] | 2023 | Hungary | Dichoptic video game | 6–43 yo | Anisometropic, strabismic, and combined |
Wygnanski-Jaffe et al. [52] | 2023 | Israel | Dichoptic movie viewing | 4–9 yo | Anisometropic, strabismic, and combined |
Abdal et al. [53] | 2022 | India | Dichoptic online platform | 4–13 yo | Anisometropic and isometropic |
Murali et al. [54] | 2021 | India | Dichoptic video game | 18–40 yo | anisometropic |
Picotti et al. [55] | 2023 | Argentina | Dichoptic online platform | 6–60 yo | anisometropic |
Bhombal et al. [56] | 2020 | India | Combined dichoptic therapy, vision therapy and part time patching | 20–35 yo | Bilateral refractive and anisometropic |
Shah et al. [57] | 2022 | India | Dichoptic online platform | 7–21 yo | Anisometropic and strabismic |
Poltavski et al. [58] | 2023 | USA | Dichoptic video game versus patching | 4–18 yo | Anisometropic |
Lan et al. [59] | 2023 | China | Vision therapy | 5–8 yo | Refractive |
Zhu et al. [60] | 2023 | China | Dichoptic movie viewing versus full-time and part-time patching | 4–9 yo | Anisometropic |
Factor | Correlation with Post-Treatment Visual Outcomes |
---|---|
Type of amblyopia | Strabismic amblyopia patients exhibit slower recovery and inferior final binocular functions compared to anisometropic amblyopia [32]. |
Age | No effect in restoration of stereopsis [51,65]. |
Astigmatism | The presence of astigmatism is a significant limiting factor for both near and distant VA recovery in children. Conversely, astigmatism has no such influence in adult patients [32]. |
Baseline stereoacuity | Strongly correlated with the improvement of stereoacuity [51,65]. Patients with poor initial stereopsis seem to require longer treatment to achieve certain degree of improvement [65]. Children with no measurable stereopsis have a >2-fold increased risk for persistent amblyopia [16]. |
Baseline fixation stability | Poor fixation stability is related to poor monocular and binocular functions in individuals with amblyopia. Recovery of stereopsis is only possible with stable fixation, regardless of age, etiology, or depth of amblyopia [51]. The presence of fixation eye movements (FEMs) and their amplitude, fusion maldevelopment nystagmus syndrome (FMNS), or nystagmus without FMNS in amblyopic patients are associated with weaker response to treatment and limited improvement in stereoacuity [20,51]. |
Baseline contrast sensitivity (CS) | Initial CS scores have the strongest effect on the final CS gain [51]. Non-measurable baseline stereoacuity and poor final distant VA were found to be restricting factors for CS improvement [51]. |
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Tsaousis, K.T.; Mousteris, G.; Diakonis, V.; Chaloulis, S. Current Developments in the Management of Amblyopia with the Use of Perceptual Learning Techniques. Medicina 2024, 60, 48. https://doi.org/10.3390/medicina60010048
Tsaousis KT, Mousteris G, Diakonis V, Chaloulis S. Current Developments in the Management of Amblyopia with the Use of Perceptual Learning Techniques. Medicina. 2024; 60(1):48. https://doi.org/10.3390/medicina60010048
Chicago/Turabian StyleTsaousis, Konstantinos T, Georgios Mousteris, Vasilios Diakonis, and Stergios Chaloulis. 2024. "Current Developments in the Management of Amblyopia with the Use of Perceptual Learning Techniques" Medicina 60, no. 1: 48. https://doi.org/10.3390/medicina60010048
APA StyleTsaousis, K. T., Mousteris, G., Diakonis, V., & Chaloulis, S. (2024). Current Developments in the Management of Amblyopia with the Use of Perceptual Learning Techniques. Medicina, 60(1), 48. https://doi.org/10.3390/medicina60010048