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Visual AcuityNCT05956938

Effect of Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.

A study testing Stroboscopic Glasses and Action Video Game in people with Visual Acuity, run by Universitat Politècnica de Catalunya at 1 site in Spain.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 18 to 39 yearsHealthy volunteers can take part
Conditions the study is for
Visual Acuity
What is being tested?
Stroboscopic Glasses and Action Video Game
Type of treatment
Medical device
Could I receive a placebo?
No, everyone receives an active treatment
How many people
30 participants
Where
1 siteSpain
Study dates
5 Jan 2024to 26 Nov 2024
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 39 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Who may be able to join

  • No strabismus and/or amblyopia.
  • Not presenting accommodative difficulties or difficulties in ocular convergence.

Who cannot join

  • Presence of amblyopia and strabismus, accommodative insufficiency, convergence insufficiency
  • 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.

Trial locations and contacts

1 site in 1 country.

Spain1 site
  • Carrer del Violinista Vellsola, 37, 08222 Terrassa, Barcelona

    Terrassa, Barcelona, 08222

Other trials in Spain

About this study

Official title: Effect of Training Using Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.

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.

Read the 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.

Conditions
Visual Acuity
Being tested
Stroboscopic Glasses, Action Video Game
Keywords
Dynamic visual acuity, Action video games, Stroboscopic glasses

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Stroboscopic GlassesDevice

    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)

  • Action Video GameDevice

    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.

Study groups in NCT05956938
Study groupRoleWhat they receive
Action Video game GroupExperimentalA 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.
Receives: Device: Action Video Game
Stroboscopic Glasses GroupExperimentalA 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).
Receives: Device: Stroboscopic Glasses
Control GroupNo interventionParticipants 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.

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Dynamic Visual Acuity

    Dynamic Visual Acuity 1.0 m/s and contrast 100%

    Measured: Before the intervention

  2. Dynamic Visual Acuity

    Dynamic Visual Acuity 1.0 m/s and contrast 100%

    Measured: Immediately after the intervention

  3. Dynamic Visual Acuity

    Dynamic Visual Acuity 1.0 m/s and contrast 100%

    Measured: 1 month

  4. Dynamic Visual Acuity

    Dynamic Visual Acuity 1.0 m/s and contrast 10%

    Measured: Before the intervention

  5. Dynamic Visual Acuity

    Dynamic Visual Acuity 1.0 m/s and contrast 10%

    Measured: Immediately after the intervention

  6. Dynamic Visual Acuity

    Dynamic Visual Acuity 1.0 m/s and contrast 10%

    Measured: 1 month

  7. Dynamic Visual Acuity

    Dynamic Visual Acuity 0,5 m/s and contrast 100%

    Measured: Before the intervention

  8. Dynamic Visual Acuity

    Dynamic Visual Acuity 0,5 m/s and contrast 100%

    Measured: Immediately after the intervention

  9. Dynamic Visual Acuity

    Dynamic Visual Acuity 0,5 m/s and contrast 100%

    Measured: 1 month

  10. Dynamic Visual Acuity

    Dynamic Visual Acuity 0,5 m/s and contrast 10%

    Measured: Before the intervention

  11. Dynamic Visual Acuity

    Dynamic Visual Acuity 0,5 m/s and contrast 10%

    Measured: Immediately after the intervention

  12. Dynamic Visual Acuity

    Dynamic Visual Acuity 0,5 m/s and contrast 10%

    Measured: 1 month

Secondary outcomes (9)
  1. Posner task

    Change of attention

    Measured: Before the intervention

  2. Posner task

    Change of attention

    Measured: Immediately after the intervention

  3. Posner task

    Change of attention

    Measured: 1 month

  4. Go - No - Go task

    Selective attention and response control

    Measured: Before the intervention

  5. Go - No - Go task

    Selective attention and response control

    Measured: Immediately after the intervention

  6. Go - No - Go task

    Selective attention and response control

    Measured: 1 month

  7. Multiple object tracking (MOT)

    Simultaneously monitor multiple moving objects.

    Measured: Before the intervention

  8. Multiple object tracking (MOT)

    Simultaneously monitor multiple moving objects.

    Measured: Immediately after the intervention

  9. Multiple object tracking (MOT)

    Simultaneously monitor multiple moving objects.

    Measured: 1 month

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted24 Jul 2023
  2. Study start5 Jan 2024
  3. Primary completion26 Nov 2024
  4. Study completion26 Nov 2024

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Treatment
Allocation
Randomised
Intervention model
Parallel groups
Masking
Single blind
Who is masked
Investigator
Enrolment
30 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT05956938
Sponsor's protocol ID
VAD1
Status last verified
Feb 2026
First submitted
5 Jul 2023
Last updated
17 Feb 2026
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
No

Publications

  • 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.

    PubMed 17362383
  • 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. Learning, attentional control, and action video games. Curr Biol. 2012 Mar 20;22(6):R197-206. doi: 10.1016/j.cub.2012.02.012.

    PubMed 22440805
  • Green CS, Bavelier D. Action video game training for cognitive enhancement. Curr Opin Behav Sci. 2015;4:103-8.

  • 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.

    PubMed 25163784
  • 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.

    PubMed 27485132
  • Green CS, Bavelier D. Action video game modifies visual selective attention. Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.

    PubMed 12774121
  • 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.

    PubMed 20485453
  • 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.

  • 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.

    PubMed 22276103
  • 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.

  • Holliday J. Effect of stroboscopic vision training on dynamic visual acuity scores: Nike Vapor Strobe® Eyewear. 2013

  • 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.

    PubMed 26126135

Questions about this trial

What is this clinical trial studying?

A study testing Stroboscopic Glasses and Action Video Game in people with Visual Acuity, run by Universitat Politècnica de Catalunya at 1 site in Spain.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 2 inclusion and 2 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 17 Feb 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Spain. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Dynamic Visual Acuity (time frame: Before the intervention). The study lists 12 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT05956938, which also lists 13 linked publications.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 17 Feb 2026.

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