June 2022
Volume 63, Issue 7
Open Access
ARVO Annual Meeting Abstract  |   June 2022
Stereoscopic 3D videogame play boosts stereoacuity, but not contrast sensitivity
Author Affiliations & Notes
  • Betty Zhu Li
    Herbert Wertheim School of Optometry and Vision Science, University of California Berkeley, Berkeley, California, United States
  • Charlie V Ngo
    Herbert Wertheim School of Optometry and Vision Science, University of California Berkeley, Berkeley, California, United States
  • Michelle M Antonucci
    Herbert Wertheim School of Optometry and Vision Science, University of California Berkeley, Berkeley, California, United States
  • Dennis M Levi
    Herbert Wertheim School of Optometry and Vision Science, University of California Berkeley, Berkeley, California, United States
  • Roger Li
    College of Optometry, Nova Southeastern University, Fort Lauderdale, Florida, United States
  • Footnotes
    Commercial Relationships   Betty Li None; Charlie Ngo None; Michelle Antonucci None; Dennis Levi None; Roger Li None
  • Footnotes
    Support  NH Grant RO1EY020976
Investigative Ophthalmology & Visual Science June 2022, Vol.63, 720 – F0448. doi:
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    • Get Citation

      Betty Zhu Li, Charlie V Ngo, Michelle M Antonucci, Dennis M Levi, Roger Li; Stereoscopic 3D videogame play boosts stereoacuity, but not contrast sensitivity. Invest. Ophthalmol. Vis. Sci. 2022;63(7):720 – F0448.

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      © ARVO (1962-2015); The Authors (2016-present)

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Abstract

Purpose : Our recent findings suggest that stereoscopic 3-dimensional (3D) videogame play boosts stereoacuity. Here we asked if the immersive 3D video game experience could modify contrast sensitivity.

Methods : Twenty-four healthy young adults with limited previous video game experience were recruited in two groups. In the treatment group (3DVG, n=12), participants were required to play stereoscopic 3D video games for a total of 40 hours (2 hours per session) in 4-5 weeks. First-person shooter action video games were used. In the control group (2DVG, n=12), participants played the same video games but in 2D mode for the same time course. Stereoacuity and contrast sensitivity were measured before and after the video game intervention. (1) Stereoacuity was measured using random dot stereograms. Each random-dot stimulus consisted of a 1-degree central square of random dots embedded in a 3.3-degree square of random dots. The visual task was to determine the stereoscopic depth of the central square (in front of or behind) relative to the outer reference square. (2) Contrast sensitivity was measured binocularly for a range of spatial frequencies (1, 2, 5, 10 & 20 cpd) using a Metropsis system (Cambridge Research Systems, UK). In each trial, a large sinusoidal Gabor patch (Gaussian envelope, SD=1 degree) was displayed randomly at one of four locations on the monitor screen. The visual task was to indicate the target grating location.

Results : After playing 3D video games, the participants in the treatment group showed a significant improvement of 33.5% in stereoacuity (paired t=3.63, p=0.004), but not in contrast sensitivity (two-way repeated measures ANOVA, F=0.18, p=0.95). Note that in the 2DVG control group, we did not observe any significant change in stereoacuity after the intervention (paired t=0.10, p=0.92).

Conclusions : Stereoscopic 3D video game play boosts stereoacuity, but not contrast sensitivity. These findings indicate that the neural alterations for enhanced depth perception might have occurred beyond the early stage of visual processing for contrast perception. Notably, our most recent experiments (Li et al 2018) have shown that these types of video games might have a special benefit for triggering the plasticity of stereo vision in patients with amblyopia.

This abstract was presented at the 2022 ARVO Annual Meeting, held in Denver, CO, May 1-4, 2022, and virtually.

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