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...

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Autores: 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
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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oai_identifier_str oai:upcommons.upc.edu:2117/444945
network_acronym_str ES
network_name_str España
spelling 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