{"title":"Assessment of spontaneous eye blink rate in online livestream videogame players","authors":"Joana E. Andoh, B. DeBroff","doi":"10.15406/aovs.2021.11.00401","DOIUrl":null,"url":null,"abstract":"Introduction: The normal blink rate for humans is between 12 and 15 blinks per minute (bpm). Screen use has been associated with decreased blink rate and increased percentage of incomplete blinks, however, little is known about the effects of videogaming on blink rate. The purpose of this study was to assess the blink rate of online livestream video game players. Methods: A total of 30 livestream video gamers across YouTube, Twitch, and Facebook Gaming were selected for this study. Video gamers were characterized by gender and whether or not they were wearing glasses. Blink rate was observed for 5 minutes and defined as a complete closure of the ocular surface. Descriptive statistics and linear regression were used to determine significance (p<0.05) between variables. All analyses were conducted using RStudio (version 1.3.1056; RStudio, Inc). Results: The study population comprised of 30 video game players (50% men). The mean (standard deviation [SD]) blink rate of the total study population was 14.79 (8.79) bpm. Compared to male gamers, female gamers had a higher mean blink rate, however this was not statistically significant (17.07 vs. 12.51, p=0.16). A total of 3 (10%) video game players wore glasses. The difference in blink rate between video game players wearing and not wearing glasses was not statistically significant (14.07 vs 14.87, p=0.88). Conclusions: The average blink rate of select livestream video game players was observed to be within the range of normal spontaneous blink rates. The observed blink rate between male and female gamers did not differ. More research in controlled environments would help to elucidate the blink rate and patterns of video game players","PeriodicalId":90420,"journal":{"name":"Advances in ophthalmology & visual system","volume":"10 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Advances in ophthalmology & visual system","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.15406/aovs.2021.11.00401","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Introduction: The normal blink rate for humans is between 12 and 15 blinks per minute (bpm). Screen use has been associated with decreased blink rate and increased percentage of incomplete blinks, however, little is known about the effects of videogaming on blink rate. The purpose of this study was to assess the blink rate of online livestream video game players. Methods: A total of 30 livestream video gamers across YouTube, Twitch, and Facebook Gaming were selected for this study. Video gamers were characterized by gender and whether or not they were wearing glasses. Blink rate was observed for 5 minutes and defined as a complete closure of the ocular surface. Descriptive statistics and linear regression were used to determine significance (p<0.05) between variables. All analyses were conducted using RStudio (version 1.3.1056; RStudio, Inc). Results: The study population comprised of 30 video game players (50% men). The mean (standard deviation [SD]) blink rate of the total study population was 14.79 (8.79) bpm. Compared to male gamers, female gamers had a higher mean blink rate, however this was not statistically significant (17.07 vs. 12.51, p=0.16). A total of 3 (10%) video game players wore glasses. The difference in blink rate between video game players wearing and not wearing glasses was not statistically significant (14.07 vs 14.87, p=0.88). Conclusions: The average blink rate of select livestream video game players was observed to be within the range of normal spontaneous blink rates. The observed blink rate between male and female gamers did not differ. More research in controlled environments would help to elucidate the blink rate and patterns of video game players
人类正常的眨眼频率是每分钟12到15次。使用屏幕会降低眨眼频率,增加不完全眨眼的比例,然而,人们对电子游戏对眨眼频率的影响知之甚少。本研究的目的是评估在线直播视频游戏玩家的眨眼率。方法:本研究共选取了YouTube、Twitch和Facebook游戏平台上的30名直播视频玩家。视频游戏玩家的特征是性别和他们是否戴眼镜。观察眨眼频率5分钟,并将其定义为眼表完全闭合。采用描述性统计和线性回归检验变量间的显著性(p<0.05)。所有分析均使用RStudio(版本1.3.1056;RStudio公司)。结果:研究人群包括30名电子游戏玩家(50%为男性)。研究人群眨眼频率的平均值(标准差[SD])为14.79 (8.79)bpm。与男性玩家相比,女性玩家的平均眨眼率更高,但这在统计学上并不显著(17.07 vs. 12.51, p=0.16)。总共有3名(10%)电子游戏玩家戴眼镜。戴眼镜和不戴眼镜的电子游戏玩家眨眼频率的差异没有统计学意义(14.07 vs 14.87, p=0.88)。结论:所选视频游戏直播玩家的平均眨眼频率在正常自发眨眼频率范围内。观察到的男性和女性玩家的眨眼频率没有差异。在受控环境中进行更多的研究将有助于阐明电子游戏玩家的眨眼频率和模式