Effect of Video Games on the Otolithic Reflex System

Author:

Wang Chih-Ching,Young Yi-Ho

Abstract

<b><i>Background:</i></b> Video gaming (VG) has since the 1980s become increasingly ubiquitous entertainment among the adolescents and young adults. Many young people expe­rienced dizzy spells, but not vertiginous episodes, after playing VG. <b><i>Objectives:</i></b> This study performed ocular vestibular-evoked myogenic potential (oVEMP) and cervical VEMP (cVEMP) tests in subjects before and after engaging on VG to investigate the effect of VG on the otolithic reflex system. <b><i>Methods:</i></b> Twenty subjects who frequently played VG (&#x3e;3 days per week) for more than 10 years were assigned to the long-term group. Another 20 subjects with engaging on VG &#x3c;3 days per week or &#x3c;10 years were assigned to the short-term group. Each subject underwent baseline oVEMP and cVEMP tests first, followed by playing VG for 1 h. Then, all subjects underwent the same paradigm. The “VG-year” is defined as frequency of VG playing within 1 week (day/week) multiplied by total length of VG engagement (year). <b><i>Results:</i></b> Engagement on VG rarely affected the oVEMP responses for either short- or long-term players. In contrast, the response rates of cVEMP significantly declined from pre-VG period (80%) to post-VG period (58%) in the short-term group, but not in the long-term group. The cutoff value for predicting absent cVEMP in VG engagement is 21 VG-year. <b><i>Conclusion:</i></b> Short-term engagement on VG may result in temporary cVEMP loss, while permanent cVEMP loss could be identified in long-term VG players. The cutoff value for predicting absent cVEMP in VG engagement is 21 VG-year, indicating that damage to the sacculo-collic reflex system could be anticipated in a subject who has played VG at least 1 h per session, 7 days weekly for 3 years.

Publisher

S. Karger AG

Subject

Speech and Hearing,Sensory Systems,Otorhinolaryngology,Physiology

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