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Feasibility of gamified visual desensitisation for visually-induced dizziness

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AbstractVisually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations. It is difficult to treat and lacks new treatments and research. We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity. We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness. Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5–10 min, twice daily for 6 weeks. Dropout was 45%. In the intervention group, N = 17 played for the recommended time while N = 20 played less. Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control. System usability was high. Daily symptoms predicted playtime. Qualitative responses broadly supported the gamified approach. The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety. Further trials are needed.
Title: Feasibility of gamified visual desensitisation for visually-induced dizziness
Description:
AbstractVisually-induced dizziness (visual vertigo) is a core symptom of Persistent Perceptual Postural Dizziness (PPPD) and occurs in other conditions and general populations.
It is difficult to treat and lacks new treatments and research.
We incorporated the existing rehabilitation approach of visual desensitisation into an online game environment to enhance control over visual motion and complexity.
We report a mixed-methods feasibility trial assessing: Usage and adherence; rehabilitation potential; system usability and enjoyment; relationship with daily dizziness.
Participants played online with (intervention, N = 37) or without (control, N = 39) the visual desensitisation component for up to 5–10 min, twice daily for 6 weeks.
Dropout was 45%.
In the intervention group, N = 17 played for the recommended time while N = 20 played less.
Decreases in visual vertigo symptoms, anxiety and depression correlated with playtime for the intervention but not control.
System usability was high.
Daily symptoms predicted playtime.
Qualitative responses broadly supported the gamified approach.
The data suggest gamified visual desensitisation is accessible, acceptable and, if adherence challenges can be overcome, could become a useful addition to rehabilitation schedules for visually-induced dizziness and associated anxiety.
Further trials are needed.

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