Entrenamiento en realidad virtual gamificada y vergencia ocular: evidencia de un estudio controlado aleatorio con perspectivas de rehabilitación

Autores/as

  • Sergio Gómez Doctor Escoles Universitàries Gimbernat (adscrites a la Universitat Autònoma de Barcelona)
  • Manuel Garcia San Emeterio
  • Jordi Esquirol Caussa

DOI:

https://doi.org/10.47197/retos.v77.117780

Palabras clave:

Ensayo controlado aleatorio, gamificación, rehabilitación, realidad virtual, vergencia ocular

Resumen

Introducción: Las alteraciones en la vergencia ocular afectan el equilibrio y la coordinación visual; existen pocos estudios sobre el papel de la realidad virtual (RV) gamificada en su modulación en adultos sanos.

Objetivo: Evaluar los efectos de la RV sobre la vergencia ocular mediante un ensayo controlado aleatorio y explorar su potencial para la rehabilitación.

Métodos: 32 estudiantes universitarios fueron asignados aleatoriamente a un grupo de intervención (24 sesiones de entrenamiento de RV) o a un grupo de control.  Se evaluaron el punto próximo de convergencia (PPC) y el punto próximo de ruptura (PPR) al inicio, después de una sesión y tras 12 semanas. En el análisis final se incluyeron 27 participantes.

Resultados: Se observaron mejoras tempranas significativas. Disminuyendo el PPC en 1,01 cm al principio (p = 0,001). Su distancia PPR también mejoró, disminuyendo en 1,29 cm (p = 0,002). 12 semanas después, la reducción fue mayor, el PPC disminuyó en 1,92 cm (p = 0,014) y PPR en 1,86 cm (p = 0,040). El estudio encontró fuertes vínculos entre las mediciones de PPC y PPR, con coeficientes de correlación superiores a 0,6. Curiosamente, mostró diferencias en la forma en que los hombres y las mujeres respondieron al programa.

Conclusiones: El entrenamiento con juegos de RV mostró efectos positivos en la coordinación ocular a corto y medio plazo. Estos resultados preliminares respaldan su potencial como herramienta complementaria en programas de rehabilitación o entrenamiento visual. Se requieren estudios con mayor tamaño muestral para confirmar su eficacia y determinar factores moduladores.

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Publicado

19-01-2026

Número

Sección

Artículos de carácter científico: investigaciones básicas y/o aplicadas

Cómo citar

Gómez Doctor, S., Garcia San Emeterio, M., & Esquirol Caussa, J. (2026). Entrenamiento en realidad virtual gamificada y vergencia ocular: evidencia de un estudio controlado aleatorio con perspectivas de rehabilitación. Retos, 77, 1-11. https://doi.org/10.47197/retos.v77.117780