Classification of videogames for amblyopia treatment in perceptive and cognitive domains
Video games are increasingly used in vision science and clinical interventions, particularly in the treatment of amblyopia. Among them, action video games have shown promise in enhancing visual functions such as attention, spatial resolution, and contrast sensitivity. However, the classification of...
| Autores: | , , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2025 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2117/444945 |
| Acceso en línea: | https://hdl.handle.net/2117/444945 https://dx.doi.org/10.1371/journal.pone.0335510 |
| Access Level: | acceso abierto |
| Palabra clave: | Amblyopia DEM Video games Ambliopia Videojocs Àrees temàtiques de la UPC::Ciències de la visió::Optometria |
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Classification of videogames for amblyopia treatment in perceptive and cognitive domains Asensio Jurado, Laura|||0000-0001-9890-5577 Argilés Sans, Marc|||0000-0001-5474-9832 Gil Llansa, Paula Quevedo Junyent, Luisa Jesús|||0000-0002-0976-9372 Amblyopia DEM Video games Ambliopia Videojocs Àrees temàtiques de la UPC::Ciències de la visió::Optometria Video games are increasingly used in vision science and clinical interventions, particularly in the treatment of amblyopia. Among them, action video games have shown promise in enhancing visual functions such as attention, spatial resolution, and contrast sensitivity. However, the classification of games in current studies typically relies on broad commercial genre labels, which lack functional specificity and fail to capture the perceptual, cognitive, and motor demands relevant to therapeutic use. This imprecision can lead to suboptimal game selection and limit comparability across studies. To address this gap, we developed a data-driven framework to classify commercial video games based on functional load profiles. Twelve experts evaluated seven games across nine dimensions derived from prior literature on action video games, including Perceptual Load, motor demands, Working Memory, and attentional control. We applied Multidimensional Scaling and K-means clustering to group games based on similarity ratings, and validated the structure using Principal Component Analysis. Three distinct clusters emerged: (1) Action video games with high motor and Perceptual Load (e.g., Call of Duty, Unreal Tournament); (2) puzzle and arcade games with moderate visuomotor and cognitive engagement (e.g., Tetris, Pac-Man); and (3) low-demand simulation games (The Sims). Notably, Tetris reflected moderate visuomotor but higher cognitive demands, confirming its hybrid profile. This multidimensional classification provides a reliable and objective tool to guide therapeutic video game selection and development, offering a valuable alternative to the subjective genre-based selection of video games in both research and clinical applications. Peer Reviewed Public Library of Science (PLOS) https://hdl.handle.net/2117/444945 https://dx.doi.org/10.1371/journal.pone.0335510 |
| title |
Classification of videogames for amblyopia treatment in perceptive and cognitive domains |
| spellingShingle |
Classification of videogames for amblyopia treatment in perceptive and cognitive domains Asensio Jurado, Laura|||0000-0001-9890-5577 Amblyopia DEM Video games Ambliopia Videojocs Àrees temàtiques de la UPC::Ciències de la visió::Optometria |
| title_short |
Classification of videogames for amblyopia treatment in perceptive and cognitive domains |
| title_full |
Classification of videogames for amblyopia treatment in perceptive and cognitive domains |
| title_fullStr |
Classification of videogames for amblyopia treatment in perceptive and cognitive domains |
| title_full_unstemmed |
Classification of videogames for amblyopia treatment in perceptive and cognitive domains |
| title_sort |
Classification of videogames for amblyopia treatment in perceptive and cognitive domains |
| author |
Asensio Jurado, Laura|||0000-0001-9890-5577 |
| author_facet |
Asensio Jurado, Laura|||0000-0001-9890-5577 Argilés Sans, Marc|||0000-0001-5474-9832 Gil Llansa, Paula Quevedo Junyent, Luisa Jesús|||0000-0002-0976-9372 |
| author_role |
author |
| author2 |
Argilés Sans, Marc|||0000-0001-5474-9832 Gil Llansa, Paula Quevedo Junyent, Luisa Jesús|||0000-0002-0976-9372 |
| author2_role |
author author author |
| topic |
Amblyopia DEM Video games Ambliopia Videojocs Àrees temàtiques de la UPC::Ciències de la visió::Optometria |
| topic_facet |
Amblyopia DEM Video games Ambliopia Videojocs Àrees temàtiques de la UPC::Ciències de la visió::Optometria |
| description |
Video games are increasingly used in vision science and clinical interventions, particularly in the treatment of amblyopia. Among them, action video games have shown promise in enhancing visual functions such as attention, spatial resolution, and contrast sensitivity. However, the classification of games in current studies typically relies on broad commercial genre labels, which lack functional specificity and fail to capture the perceptual, cognitive, and motor demands relevant to therapeutic use. This imprecision can lead to suboptimal game selection and limit comparability across studies. To address this gap, we developed a data-driven framework to classify commercial video games based on functional load profiles. Twelve experts evaluated seven games across nine dimensions derived from prior literature on action video games, including Perceptual Load, motor demands, Working Memory, and attentional control. We applied Multidimensional Scaling and K-means clustering to group games based on similarity ratings, and validated the structure using Principal Component Analysis. Three distinct clusters emerged: (1) Action video games with high motor and Perceptual Load (e.g., Call of Duty, Unreal Tournament); (2) puzzle and arcade games with moderate visuomotor and cognitive engagement (e.g., Tetris, Pac-Man); and (3) low-demand simulation games (The Sims). Notably, Tetris reflected moderate visuomotor but higher cognitive demands, confirming its hybrid profile. This multidimensional classification provides a reliable and objective tool to guide therapeutic video game selection and development, offering a valuable alternative to the subjective genre-based selection of video games in both research and clinical applications. |
| publishDate |
2025 |
| format |
article |
| url |
https://hdl.handle.net/2117/444945 https://dx.doi.org/10.1371/journal.pone.0335510 |
| language |
eng |
| eu_rights_str_mv |
openAccess |
| publisher |
Public Library of Science (PLOS) |
| institution |
Universitat Politècnica de Catalunya (UPC) |
| collection |
UPCommons. Portal del coneixement obert de la UPC |
| reponame_str |
UPCommons. Portal del coneixement obert de la UPC |
| instname_str |
Universitat Politècnica de Catalunya (UPC) |
| _version_ |
1878443273669836800 |
| publishDateSort |
2025 |
| author_browse |
Argilés Sans, Marc|||0000-0001-5474-9832 Asensio Jurado, Laura|||0000-0001-9890-5577 Gil Llansa, Paula Quevedo Junyent, Luisa Jesús|||0000-0002-0976-9372 |
| publisherStr |
Public Library of Science (PLOS) |
| score |
6,9303427 |