Effect of Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.
Study Details
Study Description
Brief Summary
The study aims to observe the possible improvement of performance in dynamic visual acuity (DVA), in terms of speed and trajectory, comparing training using action video games and strobe glasses. The results will allow us to understand which visual training is more beneficial for improving dynamic visual acuity in athletes.
Condition or Disease | Intervention/Treatment | Phase |
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N/A |
Detailed Description
During the last years there have been several investigations related to the effect of action video games (VA) on the visual system, specifically perceptual and cognitive processes. These investigations indicate that playing VA can be a powerful tool for improving visuo-spatial attention, visuo-motor control, and reaction time. On the other hand, certain studies indicate that the use of stroboscopic glasses can help improve sports performance, and especially dynamic visual acuity , as well as various visual performance skills. The study aims to observe the possible improvement of performance in dynamic visual acuity (DVA), in terms of speed and trajectory, comparing training using action video games and strobe glasses. The results will allow us to understand which visual training is more beneficial for improving dynamic visual acuity in athletes.
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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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. |
Device: Action Video Game
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.
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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). |
Device: Stroboscopic Glasses
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)
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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. |
Outcome Measures
Primary Outcome Measures
- Dynamic Visual Acuity [Before the intervention]
Dynamic Visual Acuity 1.0 m/s and contrast 100%
- Dynamic Visual Acuity [Immediately after the intervention]
Dynamic Visual Acuity 1.0 m/s and contrast 100%
- Dynamic Visual Acuity [1 month]
Dynamic Visual Acuity 1.0 m/s and contrast 100%
- Dynamic Visual Acuity [Before the intervention]
Dynamic Visual Acuity 1.0 m/s and contrast 10%
- Dynamic Visual Acuity [Immediately after the intervention]
Dynamic Visual Acuity 1.0 m/s and contrast 10%
- Dynamic Visual Acuity [1 month]
Dynamic Visual Acuity 1.0 m/s and contrast 10%
- Dynamic Visual Acuity [Before the intervention]
Dynamic Visual Acuity 0,5 m/s and contrast 100%
- Dynamic Visual Acuity [Immediately after the intervention]
Dynamic Visual Acuity 0,5 m/s and contrast 100%
- Dynamic Visual Acuity [1 month]
Dynamic Visual Acuity 0,5 m/s and contrast 100%
- Dynamic Visual Acuity [Before the intervention]
Dynamic Visual Acuity 0,5 m/s and contrast 10%
- Dynamic Visual Acuity [Immediately after the intervention]
Dynamic Visual Acuity 0,5 m/s and contrast 10%
- Dynamic Visual Acuity [1 month]
Dynamic Visual Acuity 0,5 m/s and contrast 10%
Secondary Outcome Measures
- Posner task [Before the intervention]
Change of attention
- Posner task [Immediately after the intervention]
Change of attention
- Posner task [1 month]
Change of attention
- Go - No - Go task [Before the intervention]
Selective attention and response control
- Go - No - Go task [Immediately after the intervention]
Selective attention and response control
- Go - No - Go task [1 month]
Selective attention and response control
- Multiple object tracking (MOT) [Before the intervention]
Simultaneously monitor multiple moving objects.
- Multiple object tracking (MOT) [Immediately after the intervention]
Simultaneously monitor multiple moving objects.
- Multiple object tracking (MOT) [1 month]
Simultaneously monitor multiple moving objects.
Eligibility Criteria
Criteria
Inclusion Criteria:
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No strabismus and/or amblyopia.
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Not presenting accommodative difficulties or difficulties in ocular convergence.
Exclusion Criteria:
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Presence of amblyopia and strabismus, accommodative insufficiency, convergence insufficiency
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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.
Contacts and Locations
Locations
No locations specified.Sponsors and Collaborators
- Universitat Politècnica de Catalunya
Investigators
None specified.Study Documents (Full-Text)
None provided.More Information
Publications
- 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.
- 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.
- 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 modifies visual selective attention. Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.
- Green CS, Bavelier D. Action video game training for cognitive enhancement. Curr Opin Behav Sci. 2015;4:103-8.
- 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. Erratum In: Psychol Sci. 2019 Dec;30(12):1790.
- 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, 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.
- Holliday J. Effect of stroboscopic vision training on dynamic visual acuity scores: Nike Vapor Strobe® Eyewear. 2013
- 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.
- 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.
- 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.
- 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.
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