Abstract
Purpose: To study the ocular effects of continuous online multiplayer gaming and reading using smartphones.
Methodology: In the study, inclusion criteria were 25 active gamers and 25 readers between the ages of 18 to 25 years of either sex, and the Indian population with ametropia < ± 4.00D sph and -1.25 cyl. Exclusion criteria were subjects with a history of non-strabismic binocular vision anomalies, ocular surgery, strabismus, ocular trauma & pathologies, and systemic illness. The GAMERS were allowed to play PUBG for 2hrs, and READERS were allowed to read for 2hrs on their smartphones. The pre- and post-activity values were collected and analyzed using SPSS software.
Results: There were significant changes in NPC with accommodative target and RG filter, monocular and binocular accommodative amplitudes, monocular and binocular accommodative facility, and vergence facility (Wilcoxon signed-rank test, p<0.05) among the GAMERS and READERS. No significant change in accommodative response, vergence amplitudes, tear film volume, and stability. The differences observed between the pre- and post-activity values of the binocular vision and tear film parameters were the same when compared between GAMERS and READERS (Mann Whitney U test, p>0.05).
Conclusion: The ocular effects of GAMING are similar to continuous READING on mobile phones. However, the addictive nature of the activity "GAMING" could aggravate the ocular symptoms of exhaustive use.
Publisher
Mapsci Digital Publisher OPC Pvt. Ltd.
Subject
General Chemical Engineering,Economics and Econometrics,General Social Sciences,History,Food Science,Geotechnical Engineering and Engineering Geology,Cardiology and Cardiovascular Medicine,History,Plant Science,Agronomy and Crop Science,Biochemistry,Horticulture,Plant Science,Soil Science,Agronomy and Crop Science,Anesthesiology and Pain Medicine,General Veterinary,Animal Science and Zoology