| Reference | Purpose | Method | Outcome | Gap |
| [9] | Assess gamified approach for visual acuity in children | Mobile game- based assessment | Improved engagement and potential accuracy in pediatric visionassessment | Limited specificity to particular disorders |
| [19] | Measure Contrast Sensitivity Function (CSF)in amblyopic children | Game-based CSF test | Differentiation between healthy and amblyopiceyes | Potential limitations of game format |
| [20] | Evaluate self-administered contrast sensitivity tests inchildren | Gamified iPad app | Enhanced accessibility to vision screening | Variability in device and environmentusage |
| [23] | Identify dyslexia througheye-tracking analysis | Eye-trackingtechnology | Objective dyslexiascreening method | Validation acrossdiverse populations |
| [12] | Utilize eye-tracking and machine learning fordyslexia screening | Machine learning models on eye-tracking data | High accuracy in dyslexia detection | Standardization across differentenvironments |
| [24] | Investigate Beynex app for cognitive decline screening | Gamified cognitive tests | Moderate correlation with MoCA ratings | User demographic diversity and clinicalvalidation |
| [3] | Explore XR for visionfunction testing | XR technologyapplications | Enhanced engagementand accessibility | Standardization andclinical integration |
| [22] | Develop gamified onlinetest with machine-learning for dyslexia screening | Online gamifiedtest with ML model | Achieved over 80%accuracy in dyslexia detection | Validation acrossdifferent datasets and environments |
Table 1: Summary of Literature Review
Tables at a glance