June 2022
Volume 63, Issue 7
Open Access
ARVO Annual Meeting Abstract  |   June 2022
Do families prefer gaming to patching? A qualitative study on experiences and preferences with amblyopia treatment.
Author Affiliations & Notes
  • Emily Tan
    Erasmus MC, Rotterdam, Zuid-Holland, Netherlands
  • Aveen Kadhum
    Erasmus MC, Rotterdam, Zuid-Holland, Netherlands
  • Annemieke Treur
    Hogeschool Utrecht, Utrecht, Utrecht, Netherlands
  • Janna Bruijning
    Hogeschool Utrecht, Utrecht, Utrecht, Netherlands
  • Maurits V. Joosse
    HMC Westeinde, Den Haag, Zuid-Holland, Netherlands
  • Huibert Jan Simonsz
    Erasmus MC, Rotterdam, Zuid-Holland, Netherlands
  • Sjoukje E Loudon
    Erasmus MC, Rotterdam, Zuid-Holland, Netherlands
  • Footnotes
    Commercial Relationships   Emily Tan None; Aveen Kadhum None; Annemieke Treur None; Janna Bruijning None; Maurits Joosse None; Huibert Simonsz None; Sjoukje Loudon None
  • Footnotes
    Support  Lijf & Leven, ODAS, Uitzicht
Investigative Ophthalmology & Visual Science June 2022, Vol.63, 1248 – A0356. doi:
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      Emily Tan, Aveen Kadhum, Annemieke Treur, Janna Bruijning, Maurits V. Joosse, Huibert Jan Simonsz, Sjoukje E Loudon; Do families prefer gaming to patching? A qualitative study on experiences and preferences with amblyopia treatment.. Invest. Ophthalmol. Vis. Sci. 2022;63(7):1248 – A0356.

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

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Abstract

Purpose : To explore parents’ experiences and preferences with dichoptic action video gaming or patching as amblyopia treatment. In addition, information needs from parents to support patient participation in clinical decision making was investigated.To explore parents’ experiences and preferences with dichoptic action video gaming or patching as amblyopia treatment. In addition, information needs from parents to support patient participation in clinical decision making was investigated.

Methods : In a prospective Randomized Clinical Trial (NCT 03767985) newly diagnosed children with amblyopia were recruited. Visual Acuity (VA) was measured using the crowded tumbling E-chart. After informed consent they were randomized to patching therapy: 2 hrs/day; compliance was monitored electronically using the Occlusion Dose Monitor; or dichoptic video game therapy using VR goggles: 1 hr/wk under direct supervision. Following completion, a qualitative study using semi-structured interviews was carried out. The parents of children who fulfilled their 6 weeks follow-up measurement were eligible for participation. The interviews were audio-recorded and transcribed verbatim. The data were analyzed thematically using Braun and Clarke’s approach.

Results : So far, parents of 10 children have been interviewed. Three themes have emerged from the data in both the patching and gaming group: 1) misunderstanding the diagnosis of amblyopia and its treatment, 2) the need to establish a routine and 3) the influence of the child’s age in explaining the need for treatment and child’s participation with treatment. In the gaming group, parents reported the feeling of not being responsible for carrying out treatment themselves as a positive element. In the patching group parents experienced the treatment as flexible and easy to understand.

Conclusions : Despite the differences, parents described the efficiency and the effect of treatment as the most important aspects in choosing the sort of amblyopia treatment. However, they preferred to leave the choice of treatment to the professional.

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

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