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.
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
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 group | Role | What they receive |
|---|---|---|
| Action Video game Group | Experimental | 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. Receives: Device: Action Video Game |
| Stroboscopic Glasses Group | Experimental | 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). Receives: Device: Stroboscopic Glasses |
| Control Group | No intervention | 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. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Dynamic Visual Acuity
Dynamic Visual Acuity 1.0 m/s and contrast 100%
Measured: Before the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 1.0 m/s and contrast 100%
Measured: Immediately after the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 1.0 m/s and contrast 100%
Measured: 1 month
Dynamic Visual Acuity
Dynamic Visual Acuity 1.0 m/s and contrast 10%
Measured: Before the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 1.0 m/s and contrast 10%
Measured: Immediately after the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 1.0 m/s and contrast 10%
Measured: 1 month
Dynamic Visual Acuity
Dynamic Visual Acuity 0,5 m/s and contrast 100%
Measured: Before the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 0,5 m/s and contrast 100%
Measured: Immediately after the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 0,5 m/s and contrast 100%
Measured: 1 month
Dynamic Visual Acuity
Dynamic Visual Acuity 0,5 m/s and contrast 10%
Measured: Before the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 0,5 m/s and contrast 10%
Measured: Immediately after the intervention
Dynamic Visual Acuity
Dynamic Visual Acuity 0,5 m/s and contrast 10%
Measured: 1 month
Secondary outcomes (9)
Posner task
Change of attention
Measured: Before the intervention
Posner task
Change of attention
Measured: Immediately after the intervention
Posner task
Change of attention
Measured: 1 month
Go - No - Go task
Selective attention and response control
Measured: Before the intervention
Go - No - Go task
Selective attention and response control
Measured: Immediately after the intervention
Go - No - Go task
Selective attention and response control
Measured: 1 month
Multiple object tracking (MOT)
Simultaneously monitor multiple moving objects.
Measured: Before the intervention
Multiple object tracking (MOT)
Simultaneously monitor multiple moving objects.
Measured: Immediately after the intervention
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.
- First posted24 Jul 2023
- Study start5 Jan 2024
- Primary completion26 Nov 2024
- Study completion26 Nov 2024
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (13)Papers the sponsor has linked to this study.
- Other trials for Visual AcuityStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
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)
Sponsor and investigators
- Lead sponsor
- Universitat Politècnica de Catalunya
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Marc Argilés Sans, Universitat Politècnica de Catalunya
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 17362383Feng 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 22440805Green 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 25163784Li 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 27485132Green CS, Bavelier D. Action video game modifies visual selective attention. Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.
PubMed 12774121Dye 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 20485453Wilkins 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 22276103Wilkins 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
Study at a glance
From the registry record, last updated by the sponsor on 17 Feb 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of Training Using Action Video Games and Stroboscopic Glasses on Dynamic Visual Acuity.
- ClinicalTrials.gov ID
- NCT05956938
- Acronym / sponsor ID
- VAD1
- Conditions
- Visual Acuity
- Keywords
- Dynamic visual acuity, Action video games, Stroboscopic glasses
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 30 participants (actual)
- Lead sponsor
- Universitat Politècnica de CatalunyaUniversity, hospital or other
- Study start
- 5 Jan 2024 (actual)
- Primary completion
- 26 Nov 2024 (actual)
- Study completion
- 26 Nov 2024 (actual)
- First posted
- 24 Jul 2023 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
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
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (investigator)
- Number of arms
- 3
| Arm | Type | Receives |
|---|---|---|
| Action Video game Group | Experimental | Device: Action Video GameA 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. |
| Stroboscopic Glasses Group | Experimental | Device: Stroboscopic GlassesA 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). |
| Control Group | No intervention | –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. |
Who may qualify
- Ages
- 18 to 39 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (2 listed)
- No strabismus and/or amblyopia.
- Not presenting accommodative difficulties or difficulties in ocular convergence.
Key exclusion criteria (2 listed)
- 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.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| Stroboscopic GlassesA 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 Group |
| Action Video GameA 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 Group |
Primary outcome
Dynamic Visual Acuity
Time frame: Before the intervention
Dynamic Visual Acuity 1.0 m/s and contrast 100%
Dynamic Visual Acuity
Time frame: Immediately after the intervention
Dynamic Visual Acuity 1.0 m/s and contrast 100%
Dynamic Visual Acuity
Time frame: 1 month
Dynamic Visual Acuity 1.0 m/s and contrast 100%
Dynamic Visual Acuity
Time frame: Before the intervention
Dynamic Visual Acuity 1.0 m/s and contrast 10%
Dynamic Visual Acuity
Time frame: Immediately after the intervention
Dynamic Visual Acuity 1.0 m/s and contrast 10%
Dynamic Visual Acuity
Time frame: 1 month
Dynamic Visual Acuity 1.0 m/s and contrast 10%
Dynamic Visual Acuity
Time frame: Before the intervention
Dynamic Visual Acuity 0,5 m/s and contrast 100%
Dynamic Visual Acuity
Time frame: Immediately after the intervention
Dynamic Visual Acuity 0,5 m/s and contrast 100%
Dynamic Visual Acuity
Time frame: 1 month
Dynamic Visual Acuity 0,5 m/s and contrast 100%
Dynamic Visual Acuity
Time frame: Before the intervention
Dynamic Visual Acuity 0,5 m/s and contrast 10%
Dynamic Visual Acuity
Time frame: Immediately after the intervention
Dynamic Visual Acuity 0,5 m/s and contrast 10%
Dynamic Visual Acuity
Time frame: 1 month
Dynamic Visual Acuity 0,5 m/s and contrast 10%
9 secondary outcomes
Posner task
Time frame: Before the intervention
Posner task
Time frame: Immediately after the intervention
Posner task
Time frame: 1 month
Go - No - Go task
Time frame: Before the intervention
Go - No - Go task
Time frame: Immediately after the intervention
Go - No - Go task
Time frame: 1 month
Multiple object tracking (MOT)
Time frame: Before the intervention
Multiple object tracking (MOT)
Time frame: Immediately after the intervention
Multiple object tracking (MOT)
Time frame: 1 month
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 17 Feb 2026.
- Background: PubMed 17362383Green 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.
- BackgroundFeng J, Spence I. Playing action video games boosts visual attention. In: Video game influences on aggression, cognition, and attention. Springer; 2018. p. 93-104
- Background: PubMed 22440805Green 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.
- BackgroundGreen CS, Bavelier D. Action video game training for cognitive enhancement. Curr Opin Behav Sci. 2015;4:103-8.
- Background: PubMed 25163784Green 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.
- Background: PubMed 27485132Li 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.
- Background: PubMed 12774121Green CS, Bavelier D. Action video game modifies visual selective attention. Nature. 2003 May 29;423(6939):534-7. doi: 10.1038/nature01647.
- Background: PubMed 20485453Dye 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.
- BackgroundWilkins 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.
- Background: PubMed 22276103Clark 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.
- BackgroundWilkins 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.
- BackgroundHolliday J. Effect of stroboscopic vision training on dynamic visual acuity scores: Nike Vapor Strobe® Eyewear. 2013
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
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.