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Video-Game Play Induces Plasticity in the Visual System of Adults with Amblyopia

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Consort flow diagrams.

This research project was commenced in late 2004 and completed in early 2009. The first author (RWL) was responsible for conducting clinical procedures in screening patients and assigning participants to interventions. Participants were pseudo-randomly allocated into three intervention groups. The first 10 enrolled patients participated in the action videogame group (MOH), the subsequently enrolled three patients participated in the non-action videogame group (SIM), and then another seven patients were recruited in the crossover intervention group (phase 1: occlusion therapy; phase 2: video game therapy, “joypad” symbol = MOH or SIM). Note that the subject allocation was not based on the clinical characteristics of participants.

Figure 1