Review Article

The Potential of Virtual Reality for Inducing Neuroplasticity in Children with Amblyopia

Table 1

Summary of the clinical studies conducted to this date to evaluate the use of virtual reality technologies for the treatment of amblyopia.

Author (year)Patients/groupsAgeAmblyopia typeTechnologyResultsFollow-up

Waddingham et al. (2006) [64]7 children3 to 7 yearsResidual amblyopia (anisometropic or strabismic with previous failed treatments)I-BiT system (games and movie clips)
Dichoptic
VA improvement from 6/12–6/120 pretreatment to 6/7.5–6/24–1 posttreatment
Total treatment time 4.4 hours
VA improvement in 5 out of 7 patients
7 to 15 sessions

Cleary et al. (2009) [65]12 children6.1 to 11.4 years5 strabismic or mixed
7 anisometropic-strabismic
I-BiT system (driving game and video clip)
Dichoptic
8 sessions, 25 min/session
58% sustained improvements in HCVA
67% improvement in LCVA
Amblyopia eliminated in 2 patients
5 children with VA 6/12 or better at 6 months after stopping treatment
HCVA improvement: 4 sessions
LCVA improvement: 7 sessions
18 weeks

Herbison et al. (2013) [66]10 childrenMean 5.4 years3 strabismic, 4 anisometropic and 3 mixedI-BiT system (Nux game and video clip)
Dichoptic
6 weekly sessions, 30 min/session
78% showed VA improvement
67% demonstrated a clinically significant increase in VA of ≥0.125 (0.175 to 0.300 LogMAR)
Mean change from baseline to follow-up was 0.13 ± 0.14 logMAR
10 weeks

Herbison et al. (2016) [68]75 children4 to 8 years67 were residual amblyopes and 70 had an associated strabismusRandomised control trial with three arms:
(i) DVD footage shown to the amblyopic eye and common background to both (I-BiT DVD)
(ii) Modified shooter game, Nux, with sprite and targets presented to the amblyopic eye (I-BiT game)
(iii) Both background and foreground presented to both eyes (non-I-BiT) games)
VA improvement in all three arms by approx. 0.07 logMAR
No difference between I-BiT DVD and non-I-BiT games compared with I-BiT games in terms of gain in vision
10 weeks

Cepeda-Zapata et al. (2019) [69]45 students17 to 28 yearsNonamblyopesConventional visual therapies implemented in virtual reality: brock cord, approach technique, and eccentric circlesEvaluation of simplicity and versatility for both clinician and infant patients
Pragmatic quality above average (1.73)
Attractiveness (2.03) and hedonic qualities (1.90) above average
N/A

Ziak et al. (2017) [70]17 adults17 to 69 yearsAnisometropicDiplopia game + Oculus Rift OC DK2 head mounted display
8 sessions, 40 min/session, twice per week
Dichoptic
Mean BCVA in amblyopic eye improved from 0.58 ± 0.35 before training to a posttraining value of 0.43 ± 0.38 ()
Mean stereoacuity changed from 263.3 ± 135.1'' before dichoptic training to a value of 176.7 ± 152.4'' after training
47.1% before dichoptic treatment had unmeasurable stereoacuity while this only occurred in 11.8% after training
1 month

VA, visual acuity; HCVA, high-contrast visual acuity; LCVA, low-contrast visual acuity.