{"title":"The Impact on Vergence Parameters After Smartphone Gaming.","authors":"Vishal Biswas, Roshni Majumder","doi":"10.22599/bioj.335","DOIUrl":null,"url":null,"abstract":"<p><strong>Aims: </strong>To evaluate the impact of smartphone gaming on the vergence system of the eye.</p><p><strong>Settings and design: </strong>A 5-month (from March 2023 to August 2023) comparative and experimental research was conducted.</p><p><strong>Materials and methods: </strong>Eighty-two participants with a mean age of 21.98 ± 2.26 years were present in the study. Prior to assessing accommodation and vergence system characteristics, participants underwent a comprehensive eye examination. The participants were asked to play a shooting game on a smartphone for 30 minutes at a 40 cm distance. Measurements of the vergence parameters were taken before and after the activity and afterwards were compared.</p><p><strong>Statistical analysis: </strong>Non-parametric tests were used to compare pre- and post-task measurements. The Wilcoxon signed-rank test was used to compare the variables: Negative fusional vergence (NFV), Positive fusional vergence (PFV), Near point of convergence (NPC), and Vergence Facility (VF), with the alpha error set at 5%.</p><p><strong>Results: </strong>The mean age of the participants was 21.98 ± 2.26 years. Post-task, the vergence parameters: NPC (p < 0.001), NFV for near distance (p < 0.001), PFV for near distance (p < 0.001), and VF (p < 0.001) showed significant decrease in vergence parameters.</p><p><strong>Conclusions: </strong>The study shows smartphone gaming for 30 minutes affects the vergence system, leading to binocular vision anomalies in young individuals.</p>","PeriodicalId":36083,"journal":{"name":"British and Irish Orthoptic Journal","volume":"20 1","pages":"146-153"},"PeriodicalIF":0.0000,"publicationDate":"2024-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11086604/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"British and Irish Orthoptic Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22599/bioj.335","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/1/1 0:00:00","PubModel":"eCollection","JCR":"Q3","JCRName":"Medicine","Score":null,"Total":0}
引用次数: 0
Abstract
Aims: To evaluate the impact of smartphone gaming on the vergence system of the eye.
Settings and design: A 5-month (from March 2023 to August 2023) comparative and experimental research was conducted.
Materials and methods: Eighty-two participants with a mean age of 21.98 ± 2.26 years were present in the study. Prior to assessing accommodation and vergence system characteristics, participants underwent a comprehensive eye examination. The participants were asked to play a shooting game on a smartphone for 30 minutes at a 40 cm distance. Measurements of the vergence parameters were taken before and after the activity and afterwards were compared.
Statistical analysis: Non-parametric tests were used to compare pre- and post-task measurements. The Wilcoxon signed-rank test was used to compare the variables: Negative fusional vergence (NFV), Positive fusional vergence (PFV), Near point of convergence (NPC), and Vergence Facility (VF), with the alpha error set at 5%.
Results: The mean age of the participants was 21.98 ± 2.26 years. Post-task, the vergence parameters: NPC (p < 0.001), NFV for near distance (p < 0.001), PFV for near distance (p < 0.001), and VF (p < 0.001) showed significant decrease in vergence parameters.
Conclusions: The study shows smartphone gaming for 30 minutes affects the vergence system, leading to binocular vision anomalies in young individuals.