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Currently submitted to: JMIR Serious Games

Date Submitted: Aug 25, 2026
Open Peer Review Period: Aug 26, 2026 - Oct 21, 2026
(currently open for review)

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

A Gamified Virtual Reality Perimeter for Rapid Glaucoma Pre-Screening in Community Settings: Pilot Evaluation of "Meteor Blaster VR"

  • Tadashi Nakashima; 
  • Satoru Tsuda; 
  • Akiko Hanyuda; 
  • Takahiro Ninomiya; 
  • Miya Takehiro; 
  • Shigeru Ohta; 
  • Masako Kudo; 
  • Chiaki Yamaguchi; 
  • Akio Yamada; 
  • Masataka Sato; 
  • Naoki Takahashi; 
  • Yu Yokoyama; 
  • Toru Nakazawa

ABSTRACT

Background:

Undiagnosed glaucoma remains highly prevalent, and raising awareness of subtle visual impairments in daily life is essential for early detection. Although virtual reality (VR)–based perimetry has previously been investigated, little is known about whether a gamified VR system can accurately detect glaucomatous visual field loss while maintaining user engagement, which could enable opportunistic pre-screening for glaucoma. Therefore, we developed an immersive VR shooting game, Meteor Blaster VR.

Objective:

The study included 23 eyes of 23 patients with glaucoma and 28 eyes of 28 patients without glaucoma. To avoid the correlation between paired eyes, only right eyes were included in the analysis. Associations between game score and HFA indices were evaluated, and the diagnostic performance for glaucoma was assessed using receiver operating characteristics curves.

Methods:

The study included 23 eyes of 23 patients with glaucoma and 28 eyes of 28 patients without glaucoma. To avoid the correlation between paired eyes, only right eyes were included in the analysis. Associations between game score and HFA indices were evaluated, and the diagnostic performance for glaucoma was assessed using receiver operating characteristics curves.

Results:

There was no significant difference in age between the glaucoma group and the non-glaucoma group (54.7 ± 7.2 years vs. 58.0 ± 11.2 years, respectively; P = 0.234). On the other hand, there was a significant difference in game score (glaucoma 24.2 ± 5.3 vs. non-glaucoma 29.1 ± 2.4; P = 0.005). There was a significant correlation between game score and mean deviation (MD): for the entire visual field, the Pearson correlation coefficient was r = 0.85 (P < 0.001); for the upper half, r = 0.88 (P < 0.001); and for the lower half, r = 0.73 (P < 0.001). MD was the only independent predictor of game score (β = 0.90, adjusted R² = 0.72). Logistic regression analysis for game score showed relatively good glaucoma diagnostic performance (area under the curve [AUC] = 0.81, P < 0.001), and combining age with game score improved glaucoma discrimination ability (AUC = 0.83, P < 0.001). In contrast, age alone did not provide sufficient discriminatory ability for glaucoma (AUC = 0.65, P = 0.222).

Conclusions:

The gamified VR platform demonstrated strong agreement with conventional visual field indices and may serve as an accessible, low-barrier pre-screening tool to prompt players to be aware of their visual status, thereby facilitating early glaucoma detection in an everyday community setting.


 Citation

Please cite as:

Nakashima T, Tsuda S, Hanyuda A, Ninomiya T, Takehiro M, Ohta S, Kudo M, Yamaguchi C, Yamada A, Sato M, Takahashi N, Yokoyama Y, Nakazawa T

A Gamified Virtual Reality Perimeter for Rapid Glaucoma Pre-Screening in Community Settings: Pilot Evaluation of "Meteor Blaster VR"

JMIR Preprints. 25/08/2026:110339

DOI: 10.2196/preprints.110339

URL: https://preprints.jmir.org/preprint/110339

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