1
|
Tsai LH, Chen BY, Su KC, Cheng CY. The status of binocular visual functions among Taiwan high-tech industry engineers and its correlation with computer vision symptom. Sci Rep 2024; 14:826. [PMID: 38191660 PMCID: PMC10774332 DOI: 10.1038/s41598-024-51314-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/28/2023] [Accepted: 01/03/2024] [Indexed: 01/10/2024] Open
Abstract
To analyze the status of binocular visual functions, the relationship between binocular visual function and computer vision-related symptoms in the high-tech industry group. The study sample was comprised of 33 participants aged between 20 and 40 years of age. After completing basic information and the Computer Vision Symptom Scale (CVSS-17) questionnaire, the participants underwent a comprehensive examination of binocular visual function. All data were statistically analyzed with SPSS V26.0 software. The value of the binocular vision function of the Taiwan high-tech industry group was significantly different compared with the Scheiman and Morgan standard value. Study subjects were generally found to exhibit larger exophoric at distance, which in turn might lead to a lower ability to maintain binocular fusion to a single image, or recover from fusional disruption at distance. Subjects also experienced accommodation and convergence problems at near at the same time. Age, gender, and refractive errors had no significant impact on CVSS-17 scores, only the duration of computer usage showed a significant effect, particularly for internal symptom factor (ISF) dimensions. In addition, the interaction between the ISF and external symptom factor resulted in more severe visual symptoms. Long-term use of electronic devices may lead to an imbalance in binocular vision function, thereby increasing or exacerbating visual symptoms. If the use of electronic devices is an unchangeable trend, interventions in prescription, visual training or the visual design of electronic products become worthwhile topics for development.
Collapse
Affiliation(s)
- Lung-Hui Tsai
- Department of Optometry, Chung Shan Medical University, Taichung, 402, Taiwan
| | - Bo-Yu Chen
- Department of Optometry, Chung Shan Medical University, Taichung, 402, Taiwan
| | - Kuo-Chen Su
- Department of Optometry, Chung Shan Medical University, Taichung, 402, Taiwan
- Department of Ophthalmology, Chung Shan Medical University Hospital, Taichung, 402, Taiwan
| | - Ching-Ying Cheng
- Department of Optometry, Chung Shan Medical University, Taichung, 402, Taiwan.
- Department of Ophthalmology, Chung Shan Medical University Hospital, Taichung, 402, Taiwan.
| |
Collapse
|
2
|
Redondo B, Serramito M, Vera J, Alguacil-Espejo M, Rubio-Martínez M, Molina R, Jiménez R. Diurnal Variation in Accommodation, Binocular Vergence, and Pupil Size. Optom Vis Sci 2023; 100:847-854. [PMID: 38019970 DOI: 10.1097/opx.0000000000002091] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/01/2023] Open
Abstract
SIGNIFICANCE Our results show significant diurnal variations in accommodative function and the magnitude of the phoria. Therefore, when comparing visual measures in clinical or laboratory settings, performing the visual examination at the same time of day (±1 hour) is encouraged. PURPOSE The aim of this study was to evaluate the accommodation, binocular vergence, and pupil behavior on three different times during the day. METHODS Twenty collegiate students (22.8 ± 2.1 years) participated in this study. Participants visited the laboratory on three different days at 2-hourly intervals (morning, 9:00 to 11:00 am ; afternoon, 2:00 to 4:00 pm ; evening, 7:00 to 9:00 pm ). The binocular vergence and accommodative function were measured using clinical optometric procedures, and the accommodative response and pupil function were evaluated in binocular conditions using the WAM-5500 autorefractometer. RESULTS The accommodative amplitude for the right and left eyes showed statistically significant differences for the time interval ( P = .001 and P = .02, respectively), revealing higher accommodative amplitude in the morning and afternoon in comparison with the evening. Participants were more esophoric when assessed in the morning in comparison with the evening at far and near ( P = .02 and P = .01, respectively) and when assessed in the afternoon in comparison with the evening at far distance ( P = .02). The magnitude of accommodative response was higher in the morning, and it decreased throughout the day at 500 ( P < .001), 40 ( P = .05), and 20 cm ( P < .001). No statistically significant differences were obtained for any other variable. CONCLUSIONS This study shows small diurnal variations in some accommodative and binocular vergence parameters, but no effects were observed for the pupil response. These outcomes are of special relevance for eye care specialists when performing repeated accommodative or binocular vergence measures. However, the diurnal variations were modest and may not influence a routine orthoptic examination.
Collapse
Affiliation(s)
| | - María Serramito
- Ocupharm Research Group, Faculty of Optic and Optometry, University Complutense of Madrid, Madrid, Spain
| | | | - Marina Alguacil-Espejo
- CLARO (Clinical and Laboratory Applications of Research in Optometry) Research Group, Department of Optics, Faculty of Sciences, University of Granada, Spain
| | - Mercedes Rubio-Martínez
- CLARO (Clinical and Laboratory Applications of Research in Optometry) Research Group, Department of Optics, Faculty of Sciences, University of Granada, Spain
| | - Rubén Molina
- CLARO (Clinical and Laboratory Applications of Research in Optometry) Research Group, Department of Optics, Faculty of Sciences, University of Granada, Spain
| | - Raimundo Jiménez
- CLARO (Clinical and Laboratory Applications of Research in Optometry) Research Group, Department of Optics, Faculty of Sciences, University of Granada, Spain
| |
Collapse
|
3
|
Wong SW, Ang ZH, Lim R, Wong XJ, Crowe P. Factors affecting upper limb ergonomics in robotic colorectal surgery. J Surg Case Rep 2023; 2023:rjad632. [PMID: 38026740 PMCID: PMC10663069 DOI: 10.1093/jscr/rjad632] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2023] [Accepted: 10/31/2023] [Indexed: 12/01/2023] Open
Abstract
The aim of the study was to examine the factors which may influence suboptimal ergonomic surgeon hand positioning during robotic colorectal surgery (RCS). An observational study of 11 consecutive RCS cases from June 2022 to August 2022 was performed. Continuous video footage of RCS cases was analysed concurrently with video recordings of surgeon's hand positions at the console. The outcome studied was the frequency with which either hand remained in a suboptimal ergonomic position outside the predetermined double box outlines, as marked on the surgeon's video, for >1 min. Situations which resulted in poor upper limb ergonomics were dissection in the peripheral operating field location, left-hand use, use of the stapler, dissection of the main mesenteric blood vessels, and multi-quadrant surgery. Being aware of situations when suboptimal ergonomic positions occur can allow surgeons to consciously compensate by using the clutch or pausing to take a rest break. What does this paper add to the literature? The study is important because it is the first to look at factors which may influence poor upper limb ergonomics during non-simulated RCS. By recognizing these factors and compensating for them, it may improve surgeon ergonomics with resultant better performance.
Collapse
Affiliation(s)
- Shing Wai Wong
- Department of General Surgery, Prince of Wales Hospital, Sydney, New South Wales, 2031, Australia
- Randwick Campus, School of Clinical Medicine, The University of New South Wales, Sydney, New South Wales, 2052, Australia
| | - Zhen Hao Ang
- Department of General Surgery, Prince of Wales Hospital, Sydney, New South Wales, 2031, Australia
- Randwick Campus, School of Clinical Medicine, The University of New South Wales, Sydney, New South Wales, 2052, Australia
| | - Ranah Lim
- Department of General Surgery, Prince of Wales Hospital, Sydney, New South Wales, 2031, Australia
| | - Xiuling Jasmine Wong
- Department of General Surgery, Prince of Wales Hospital, Sydney, New South Wales, 2031, Australia
| | - Philip Crowe
- Department of General Surgery, Prince of Wales Hospital, Sydney, New South Wales, 2031, Australia
- Randwick Campus, School of Clinical Medicine, The University of New South Wales, Sydney, New South Wales, 2052, Australia
| |
Collapse
|
4
|
Wong SW, Crowe P. Visualisation ergonomics and robotic surgery. J Robot Surg 2023; 17:1873-1878. [PMID: 37204648 PMCID: PMC10492791 DOI: 10.1007/s11701-023-01618-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/29/2023] [Accepted: 05/13/2023] [Indexed: 05/20/2023]
Abstract
Stereopsis may be an advantage of robotic surgery. Perceived robotic ergonomic advantages in visualisation include better exposure, three-dimensional vision, surgeon camera control, and line of sight screen location. Other ergonomic factors relating to visualisation include stereo-acuity, vergence-accommodation mismatch, visual-perception mismatch, visual-vestibular mismatch, visuospatial ability, visual fatigue, and visual feedback to compensate for lack of haptic feedback. Visual fatigue symptoms may be related to dry eye or accommodative/binocular vision stress. Digital eye strain can be measured by questionnaires and objective tests. Management options include treatment of dry eye, correction of refractive error, and management of accommodation and vergence anomalies. Experienced robotic surgeons can use visual cues like tissue deformation and surgical tool information as surrogates for haptic feedback.
Collapse
Affiliation(s)
- Shing Wai Wong
- Department of General Surgery, Prince of Wales Hospital, Sydney, NSW, Australia.
- Randwick Campus, School of Clinical Medicine, The University of New South Wales, Sydney, NSW, Australia.
| | - Philip Crowe
- Department of General Surgery, Prince of Wales Hospital, Sydney, NSW, Australia
- Randwick Campus, School of Clinical Medicine, The University of New South Wales, Sydney, NSW, Australia
| |
Collapse
|
5
|
Sharma A, Satija J, Antil P, Dahiya R, Shekhawat S. Determinants of digital eye strain among university students in a district of India: a cross-sectional study. ZEITSCHRIFT FUR GESUNDHEITSWISSENSCHAFTEN = JOURNAL OF PUBLIC HEALTH 2023:1-6. [PMID: 37361308 PMCID: PMC10182338 DOI: 10.1007/s10389-023-01924-2] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/24/2023] [Accepted: 04/28/2023] [Indexed: 06/28/2023]
Abstract
Aim Digital device usage, especially during the pandemic, has catapulted into a new age problem, the computer vision syndrome. This study aimed to quantify the prevalence and determinants of digital eye strain (DES). Subject and Methods A total of 345 university students in India were surveyed in June-July 2022, by a validated tool, the Computer Vision Syndrome Questionnaire (CVS-Q) © in this cross-sectional study. According to American Optometric Association, digital eye strain and computer vision syndrome are synonyms. Non-parametric tests of medians were used to compare the median DES scores, Chi square test to compare categorical variables, and binary logistic regression to find the determinants of DES. Results The average age of the study participants was 21.0 ± 2.2 years, ranging between 18-26 years with 52.8% females and 47.2% males. The prevalence of DES was 45.5% (CI 95% = 40.2%-50.8%). Any existing eye disease (p-value = 0.000, OR = 0.41, 95% CI = 0.26-0.65), average daily screen time (p-value = 0.001, OR = 1.61, 95% CI = 1.22-2.13) and using gadgets in the dark (p-value = 0.000, OR = 0.37, 95% CI = 0.23-0.61) were significant determinants of the same. Conclusion Framing guidelines limiting the hours allotted for online classes for university students are imperative, with promotion of ergonomic practices for digital device usage such as blue light filters and night mode on devices.
Collapse
Affiliation(s)
- Aishwarya Sharma
- Department of Community Medicine, Pt. B.D. Sharma Post Graduate Institute of Medical Sciences, Rohtak, Haryana 124001 India
| | - Jitesh Satija
- Department of Community Medicine, Pt. B.D. Sharma Post Graduate Institute of Medical Sciences, Rohtak, Haryana 124001 India
| | - Priya Antil
- Department of Community Medicine, Pt. B.D. Sharma Post Graduate Institute of Medical Sciences, Rohtak, Haryana 124001 India
| | - Rockey Dahiya
- Department of Community Medicine, Pt. B.D. Sharma Post Graduate Institute of Medical Sciences, Rohtak, Haryana 124001 India
| | - Sudhir Shekhawat
- Independent Biostatistician, Indirapuram, Ghaziabad, Uttar Pradesh 201014 India
| |
Collapse
|
6
|
Improving Visual Comfort during Computer Gaming with Preservative-Free Hyaluronic Acid Artificial Tears Added to Ergophthalmological Measures. VISION (BASEL, SWITZERLAND) 2023; 7:vision7010005. [PMID: 36649052 PMCID: PMC9844297 DOI: 10.3390/vision7010005] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/16/2022] [Revised: 12/22/2022] [Accepted: 12/28/2022] [Indexed: 01/13/2023]
Abstract
Digital asthenopia (DA) or Computer Vision Syndrome can occur after prolonged use of digital devices and is usually managed with ergophthalmological measures and the use of artificial tears. This prospective, controlled study evaluated the use of hyaluronic acid artificial tears on the signs and symptoms of DA in participants of a videogame convention. Subjects (n = 56) were randomized into a control group (CG, n = 26), which followed ergophthalmological measures, and a study group (SG, n = 30), which followed ergophthalmological measures and instilled 1 drop of artificial tears with hyaluronic acid 0.15% four times a day. Subjects were evaluated before and after playing for three consecutive days for eye dryness (SPEED questionnaire), conjunctival hyperemia, corneal fluorescein staining, conjunctival lissamine green staining, tear breakup time, Schirmer I test, near convergence and accommodation, and using questionnaires for DA symptoms. After 3 days of intense videogaming, the SPEED score of CG increased significantly (p = 0.0320), while for the SG it was unchanged. Similarly, the CG presented significant increases in ocular fatigue (p = 0.0173) and dryness (p = 0.0463), while these parameters decreased significantly in the SG (p = 0.0149 and p = 0.00427, respectively). This study confirms the protective effect of hyaluronic acid artificial tears against DA symptoms associated with prolonged visual display terminal use.
Collapse
|
7
|
Byeon G, Jo SJ, Park JI, Jeong H, Lee HK, Yim HW. Risk factors and outcomes of internet gaming disorder identified in Korean prospective adolescent cohort study. J Behav Addict 2022; 11:1035-1043. [PMID: 36194504 PMCID: PMC9881665 DOI: 10.1556/2006.2022.00071] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/18/2021] [Revised: 08/12/2022] [Accepted: 09/02/2022] [Indexed: 12/31/2022] Open
Abstract
BACKGROUND AND AIMS Internet gaming disorder (IGD) is known to cause various psychological and physical complications. Through data collected from an adolescent prospective longitudinal cohort, we examined how IGD is related to lifestyle and physical symptoms, as well as the temporal relationship between them. METHODS This study was conducted as part of iCURE (Internet user Cohort for Unbiased Recognition of gaming disorder in Early Adolescence) in Korea between 2015 and 2019. Sleep and physical activity time, dry eye symptoms, musculoskeletal pain, and near-miss accidents were measured at baseline and followed-up after one year. IGD risk was evaluated using the Internet Game Use - Elicited Symptom Screen (IGUESS). The association between IGD risk and measured variables was analyzed, both at baseline and at follow-up after one year. RESULTS At baseline, the IGD risk group had significantly less physical activity time and sleep time and had more dry eye symptoms, musculoskeletal pain, and near-miss accidents than the IGD non-risk group. Additionally, in the IGD risk group at baseline, dry eye symptoms, musculoskeletal pain, and near-miss accidents occurred significantly more after one year of follow-up. DISCUSSION AND CONCLUSION The results of this study show that IGD is a significant risk factor that increases the probability of physical disease and trauma in adolescents. Therefore, interventions aimed at reducing IGD risk and protecting the physical and mental health of adolescents are imperative.
Collapse
Affiliation(s)
- Gihwan Byeon
- Department of Psychiatry, Kangwon National University Hospital, Chuncheon, Korea
| | - Sun-Jin Jo
- Department of Prevention Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Jong-Ik Park
- Department of Psychiatry, Kangwon National University Hospital, Chuncheon, Korea,Department of Psychiatry, Kangwon National University School of Medicine, Chuncheon, Korea
| | - Hyunsuk Jeong
- Department of Prevention Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea
| | - Hae Kook Lee
- Department of Psychiatry, College of Medicine, The Catholic University of Korea, Uijeongbu St. Mary's Hospital, Uijeongbu, Korea
| | - Hyeon Woo Yim
- Department of Prevention Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea,Corresponding author. E-mail:
| |
Collapse
|
8
|
De-Hita-Cantalejo C, Sánchez-González JM, Silva-Viguera C, Sánchez-González MC. Tweenager Computer Visual Syndrome Due to Tablets and Laptops during the Postlockdown COVID-19 Pandemic and the Influence on the Binocular and Accommodative System. J Clin Med 2022; 11:jcm11185317. [PMID: 36142964 PMCID: PMC9501452 DOI: 10.3390/jcm11185317] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/12/2022] [Revised: 09/06/2022] [Accepted: 09/08/2022] [Indexed: 01/19/2023] Open
Abstract
The aim of our study was to compare computer visual syndrome (CVS) in a tweenager student population who use tablets and laptops only to play versus CVS in tweenagers who use these digital devices at school to study, in addition to playing. The tests performed were a validated survey for children for the detection of CVS and accommodative and vergence tests. The CVS item questionnaire was divided into four main groups based on questions concerning the following: (I) the digital device usage time, (II) musculoskeletal and ergonomic nature, (III) visual symptoms, and (IV) ocular surface symptoms. The high-demand digital device group showed worse punctuation in all item groups. From the optometric perspective, when the subjects were classified according to the CVS, high-demand participants presented a clear tendency to exophoria with statistically significant differences in distance vision (−1.94 ± 4.48 Δ) and near vision (−5.78 ± 8.62 Δ) (p < 0.01). Our results establish a relationship between the increased use of electronic devices and computer vision syndrome in the preadolescent population. In addition, this situation is related to the presence of visual, accommodative, and binocular dysfunctions that could affect the efficiency of the visual system.
Collapse
|
9
|
Ekemiri K, Ezinne N, Kamalodeen K, Pierre K, Lalla B, Amiebenomo O, van Staden D, Zeried F, Ekemiri C, Agho KE, Osuagwu UL. Online e-learning during the COVID-19 lockdown in Trinidad and Tobago: prevalence and associated factors with ocular complaints among schoolchildren aged 11-19 years. PeerJ 2022; 10:e13334. [PMID: 35694382 PMCID: PMC9179615 DOI: 10.7717/peerj.13334] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/18/2022] [Accepted: 04/04/2022] [Indexed: 01/13/2023] Open
Abstract
Background The increase in online learning during the pandemic has been linked to various ocular complaints. This study determined the prevalence and factors associated with ocular complaints among schoolchildren aged 12-19 years during the COVID-19 lockdown in Trinidad and Tobago (T&T). Methods A cross-sectional study was conducted between January and May 2021, during the COVID-19 lockdown in T&T among secondary school students studying remotely. A two-stage cluster sampling method was employed. A modified web-based Computer Vision Syndrome questionnaire was administered to students. Data on demography, duration of digital device use, and ocular complaints were collected, and multilevel logistic regression was used to determine factors associated with ocular complaints among school children, 12-19 years of age in T&T. Results A total of 435 schoolchildren (mean age, standard deviation, 15.2 ± 1.9 years range 12-19 years) responded to the questionnaire. The prevalence of self-reported symptoms of headache, blurred vision, dry eyes, itchy eyes, and double vision were 75.0%, 65.1%; 56.8%; 46.4%; and 33.5%, respectively. Schoolchildren aged 18-19 years, those that used spectacles for correction of their refractive errors, and spent more than 6 h on average on digital devices, reported a high prevalence of any ocular complaints. Analysis also revealed that age (14-15 years) was associated with dry eyes, blurred vision, and headaches, while gender (more prevalently females) was associated with blurred vision and headache. Those that had an eye examination in the last year and schoolchildren that took action to resolve ocular complaints were more likely to experience nearly all ocular complaints. Conclusions During the COVID-19 lockdown, over three in four students in T&T reported ocular complaints from digital devices for online learning. Tailored interventional messages to reduce all forms of ocular complaints should target older students, particularly females, those who laid down when learning online via their devices and people who regularly examine their eyes.
Collapse
Affiliation(s)
- Kingsley Ekemiri
- Department of Optometry, Faculty of Health Sciences, University of Kwazulu-Natal, Kwazulu-Natal, Kwazulu Natal, South Africa,Optometry Unit, Department of Clinical Surgical Sciences, Faculty of Medical Sciences, University of the West Indies St. Augustine, St Augustine, Trinidad and Tobago
| | - Ngozika Ezinne
- Department of Optometry, Faculty of Health Sciences, University of Kwazulu-Natal, Kwazulu-Natal, Kwazulu Natal, South Africa,Optometry Unit, Department of Clinical Surgical Sciences, Faculty of Medical Sciences, University of the West Indies St. Augustine, St Augustine, Trinidad and Tobago
| | - Khadeejah Kamalodeen
- Optometry Unit, Department of Clinical Surgical Sciences, Faculty of Medical Sciences, University of the West Indies St. Augustine, St Augustine, Trinidad and Tobago
| | - Keomi Pierre
- Optometry Unit, Department of Clinical Surgical Sciences, Faculty of Medical Sciences, University of the West Indies St. Augustine, St Augustine, Trinidad and Tobago
| | - Brandon Lalla
- Optometry Unit, Department of Clinical Surgical Sciences, Faculty of Medical Sciences, University of the West Indies St. Augustine, St Augustine, Trinidad and Tobago
| | - Onyekachukwu Amiebenomo
- Department of Optometry, Faculty of Life Sciences, University of Benin, Benin City, Edo State, Nigeria,School of Optometry and Vision Sciences, College of Biomedical Sciences, Cardiff University, Cardiff, United Kingdom
| | - Diane van Staden
- Department of Optometry, Faculty of Health Sciences, University of Kwazulu-Natal, Kwazulu-Natal, Kwazulu Natal, South Africa
| | - Ferial Zeried
- Department of Optometry & Vision Sciences College of Applied Medical Sciences, King Saud University, Riyadh, Ar Riyadh, Saudi Arabia
| | - Chioma Ekemiri
- Department of Health Promotion, The University of the West Indies, St. Augustine Campus, Trinidad and Tobago
| | - Kingsley E. Agho
- School of Health Sciences, Western Sydney University, Campbelltown, NSW, Australia,African Vision Research Institute, Department of Optometry, Faculty of Health Sciences, University of Natal, Durban, Kwazulu-Natal, Durban, South Africa,Translational Health Research Institute (THRI), School of Medicine, Western Sydney University, Campbelltown, NSW, Australia
| | - Uchechukwu Levi Osuagwu
- African Vision Research Institute, Department of Optometry, Faculty of Health Sciences, University of Natal, Durban, Kwazulu-Natal, Durban, South Africa,Translational Health Research Institute (THRI), School of Medicine, Western Sydney University, Campbelltown, NSW, Australia
| |
Collapse
|
10
|
Franks RR, King D, Bodine W, Chisari E, Heller A, Jamal F, Luksch J, Quinn K, Singh R, Solomon M. AOASM Position Statement on Esports, Active Video Gaming, and the Role of the Sports Medicine Physician. Clin J Sport Med 2022; 32:e221-e229. [PMID: 35470342 PMCID: PMC9042337 DOI: 10.1097/jsm.0000000000001034] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/27/2021] [Accepted: 12/20/2021] [Indexed: 02/02/2023]
Abstract
ABSTRACT Electronic sports, or esports, has a global audience of over 300 million fans and is increasing in popularity, resulting in projected revenue of over $1 billion by the end of this past year. The global pandemic of 2020 had little to no effect on these increasing numbers because athletes have been able to continue to engage in sports because of its electronic nature and fans have been able to follow them virtually. Esports has been recognized as an organized sport by the International Olympic Committee, the US National Collegiate Athletic Association, and several secondary school athletic associations within the United States. In addition, professional teams have been established in several major cities within the United States, Canada, Europe, and Australia. With the growth of esports, the necessity of incorporating esports medicine into the practice of sports medicine physicians has become paramount. Esports can be played on a monitor or screen and played using physical activity in what has become known as active video gaming. Within both of these platforms, there have emerged certain conditions unique to esports. There are also certain conditions seen in other sports applicable to esports athletes. This document will review the evaluation of the esports athlete, introduce conditions unique to these athletes and review common conditions seen in esports, discuss diagnostics used in the evaluation of esports athletes, introduce treatment options for conditions unique to esports and review those for commonly seen injuries in esports, discuss prevention of injuries in esports, and introduce a framework for the future development of esports medicine that can be introduced into the daily practice of the sports medicine physician.
Collapse
Affiliation(s)
| | | | - Warren Bodine
- Greater Lawrence Family Health Center, Lawrence, Massachusetts
| | | | - Alan Heller
- Rothman Institute, Philadelphia, Pennsylvania
| | - Faraz Jamal
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
| | - John Luksch
- Rothman Institute, Philadelphia, Pennsylvania
| | - Kate Quinn
- Maine Medical Partners Orthopedics and Sports Medicine, Portland, Maine
| | - Raunak Singh
- Rowan School of Osteopathic Medicine, Stratford, New Jersey
| | | |
Collapse
|
11
|
Mylona I, Glynatsis MN, Dermenoudi M, Glynatsis NM, Floros GD. Validation of the Digital Eye Strain Questionnaire and pilot application to online gaming addicts. Eur J Ophthalmol 2022; 32:2695-2701. [PMID: 34986052 DOI: 10.1177/11206721211073262] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
INTRODUCTION 'Digital eye strain' (DES) is a clinical syndrome with eyesight symptoms related to continuous engagement in front of a screen-enabled digital device. With use of these devices constantly on the rise, the related symptoms have become prominent, even in younger ages. This study describes the process of validating the Digital Eye Strain Questionnaire (DESQ), a thirteen-item self-report scale in a yes-no format designed to offer a measure of complaints related to digital eye strain syndrome (DES). METHODS The validation process included 150 outpatients with no long-standing eye disease who were examined for various eye complaints and 50 outpatients who were diagnosed with gaming addiction according to WHO ICD-11 clinical criteria. All participants filled in a demographics questionnaire, the DESQ, the Computer Vision Syndrome Questionnaire (CVS-Q) and the Problematic Internet Use Questionnaire-9 (PIUQ-9). RESULTS Principal component analysis of categorical variables confirmed the proposed three-factor DES structure with a total of 61.02% of explained variance and Cronbach's alpha equal to.94. Concurrent validity was assessed by comparing the results of the DESQ to the CVS-Q while convergent validity was assessed by examining correlations of the DESQ with results from the PIUQ-9 questionnaire. In all cases the DESQ demonstrated excellent reliability and validity. CONCLUSIONS Results indicate that the DESQ questionnaire can be employed to reliably measure the symptomatology of digital eye strain in clinical populations who present either with eye issues or with excessive use of the gaming and screen-enabled devices in general.
Collapse
Affiliation(s)
- Ioanna Mylona
- Department of Ophthalmology, 168217General Hospital of Katerini, Katerini, Greece
| | - Mikes N Glynatsis
- Department of Ophthalmology, 'Hippokration' General Hospital of Thessaloniki, Thessaloniki, Greece
| | | | | | - Georgios D Floros
- 2nd Department of Psychiatry, 37782Aristotle University of Thessaloniki, Psychiatric Hospital of Thessaloniki, Greece
| |
Collapse
|
12
|
Lee SH, Kim M, Kim H, Park CY. Visual fatigue induced by watching virtual reality device and the effect of anisometropia. ERGONOMICS 2021; 64:1522-1531. [PMID: 34270388 DOI: 10.1080/00140139.2021.1957158] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/25/2021] [Accepted: 07/14/2021] [Indexed: 06/13/2023]
Abstract
The effect of small anisometropia on visual fatigue when using virtual reality (VR) devices was investigated. Participants (n = 34) visited three times. In the first visit, VR exposure (10 min) was conducted with the full correction of the refractive error of both eyes. Experimental anisometropia was induced by adding a + 1.0 dioptre spherical lens either on the dominant eyes in the second visit or on the non-dominant eyes in the third visit. At each visit, the participants played a predetermined video game using a head-mounted display VR for 10 min. Visual fatigue was assessed before and after playing VR game using the Virtual Reality Symptom Questionnaire (VRSQ) and high-frequency component of accommodative microfluctuation. Results showed that watching VR induced significant increase of VRSQ score, significant decrease in the maximum accommodation power and objective increase in visual fatigue. Experimental anisometropia induction either on the dominant or non-dominant eyes did not aggravate visual fatigue. Practitioner summary: Mild differences in refractive error (up to 1.0 dioptre) between both eyes do not significantly increase ocular fatigue by viewing virtual reality device (10 min). The impact of small anisometropia may be limited in developing a virtual reality device. Abbreviations: VR: virtual reality; VRSQ: virtual reality symptom questionnaire; HMD: head-mounted display; HFC: high-frequency component.
Collapse
Affiliation(s)
- Sang Hyeok Lee
- Department of Ophthalmology, Dongguk University, Ilsan Hospital, Goyang, South Korea
| | - Martha Kim
- Department of Ophthalmology, Dongguk University, Ilsan Hospital, Goyang, South Korea
| | - Hyosun Kim
- Samsung Display, Display R&D center, Suwon, South Korea
| | - Choul Yong Park
- Department of Ophthalmology, Dongguk University, Ilsan Hospital, Goyang, South Korea
| |
Collapse
|
13
|
Fogt JS, Onate J, Emerson A, Kraemer W, Fogt N. Visual and Ocular Characteristics of eSports Participants. Optom Vis Sci 2021; 98:771-776. [PMID: 34328456 DOI: 10.1097/opx.0000000000001725] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022] Open
Abstract
SIGNIFICANCE The popularity of competitive video game play is growing rapidly. Little is known about the ocular characteristics of esports participants. Refractive error and binocular measures in young adult gamers were similar to population norms. However, tear breakup time was lower, and accommodative lag was higher. PURPOSE In a recent report, very young video game players were found to have greater levels of refractive error and heterophoria and reduced stereopsis. The purpose of this study was to assess the visual and ocular characteristics of a group of recreational esports athletes to determine if the findings in young children were similar to findings in a group of young adult video game players. METHODS Vision tests were performed on 36 college students during a video game combine event. Testing included high- and low-contrast visual acuity, autorefraction at distance and at 33 cm, stereoacuity, near heterophoria, and tear breakup time. Participants also indicated their level or rank in the game Overwatch. RESULTS Fifteen participants were myopic, and 21 did not wear vision correction. The mean local stereopsis was 31.9 seconds. The mean of the esophoric value was 3.2 prism diopters, and the mean of the exophoric value was 5.7 prism diopters. The mean lag of accommodation was 0.81 D. The mean tear breakup time was 5.8 seconds. Average hours of play did not differ between those who wore vision correction and those who did not. There were no significant relationships between the hours of play and the ocular findings. CONCLUSIONS The prevalence of refractive error and the mean heterophoria were similar to population norms, and the mean stereoacuity was normal. However, accommodative lag was slightly higher, and the tear breakup time was lower than expected. Differences in these latter values were also noted between high- and low-level Overwatch players.
Collapse
Affiliation(s)
| | | | - Angela Emerson
- Human Performance Collaborative, The Ohio State University, Office of Research, Columbus, Ohio
| | | | | |
Collapse
|
14
|
Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health. ELECTRONICS 2021. [DOI: 10.3390/electronics10090996] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.
Collapse
|
15
|
Wong SW, Ang ZH, Yang PF, Crowe P. Robotic colorectal surgery and ergonomics. J Robot Surg 2021; 16:241-246. [PMID: 33886064 DOI: 10.1007/s11701-021-01240-5] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/12/2021] [Accepted: 04/11/2021] [Indexed: 11/26/2022]
Abstract
Improved ergonomics for the operating surgeon may be an advantage of robotic colorectal surgery. Perceived robotic ergonomic advantages in visualisation include better exposure, three-dimensional vision, surgeon camera control, and line of sight screen location. Postural advantages include seated position and freedom from the constraints of the sterile operating field. Manipulation benefits include articulated instruments with seven degrees of freedom movement, elimination of fulcrum effect, tremor filtration, and scaling of movement. Potential ergonomic detriments of robotic surgery include lack of haptic feedback, visual, and mental strain from increased operating time and interruptions to workflow from crowding.
Collapse
Affiliation(s)
- Shing Wai Wong
- Department of General Surgery, Prince of Wales Hospital, Sydney, NSW, Australia.
- Prince of Wales Clinical School, The University of New South Wales, Sydney, NSW, Australia.
| | - Zhen Hao Ang
- Department of General Surgery, Prince of Wales Hospital, Sydney, NSW, Australia
| | - Phillip F Yang
- Department of General Surgery, Prince of Wales Hospital, Sydney, NSW, Australia
| | - Philip Crowe
- Department of General Surgery, Prince of Wales Hospital, Sydney, NSW, Australia
- Prince of Wales Clinical School, The University of New South Wales, Sydney, NSW, Australia
| |
Collapse
|
16
|
De-Hita-Cantalejo C, García-Pérez Á, Sánchez-González JM, Capote-Puente R, Sánchez-González MC. Accommodative and binocular disorders in preteens with computer vision syndrome: a cross-sectional study. Ann N Y Acad Sci 2020; 1492:73-81. [PMID: 33377551 DOI: 10.1111/nyas.14553] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2020] [Revised: 11/29/2020] [Accepted: 12/04/2020] [Indexed: 12/17/2022]
Abstract
To assess computer vision syndrome (CVS) in a preteen population through an adult-validated CVS questionnaire and to evaluate how digital devices affect accommodative and binocular vision, we enrolled 309 preteens in this cross-sectional study. An adult-validated CVS questionnaire adapted to preteens was used for all subjects. Visual acuity testing, unilateral and alternate cover tests, and tests for accommodative and vergence responses were performed for all preteens. The mean age was 10.75 ± 0.67 (10-12) years. Subjects were divided into two groups: the mild CVS group with a mean CVS score ≤2 and the severe CVS group with a mean CVS score >2. Between the mild and severe CVS groups, statistically significant differences were found in near point of convergence break and recovery (P = 0.03 and P = 0.02, respectively) and distance negative fusional vergence break and recovery (P = 0.02 and P < 0.01, respectively). More children with severe CVS developed vergence disorders than those with mild CVS. Optometric clinical screening assessments could reduce ocular symptomatology and prevent long-term effects. However, poor optometric findings might have occurred first, and the poor convergence skills resulted in the symptoms reported while using devices.
Collapse
Affiliation(s)
| | - Ángel García-Pérez
- Department of Physics of Condensed Matter, Optics Area, University of Seville, Seville, Spain
| | - José-María Sánchez-González
- Department of Physics of Condensed Matter, Optics Area, University of Seville, Seville, Spain.,Department of Ophthalmology and Optometry, Tecnolaser Clinic Vision, Seville, Spain
| | - Raúl Capote-Puente
- Department of Physics of Condensed Matter, Optics Area, University of Seville, Seville, Spain
| | | |
Collapse
|
17
|
Ganne P, Najeeb S, Chaitanya G, Sharma A, Krishnappa NC. Digital Eye Strain Epidemic amid COVID-19 Pandemic - A Cross-sectional Survey. Ophthalmic Epidemiol 2020; 28:285-292. [PMID: 33369521 DOI: 10.1080/09286586.2020.1862243] [Citation(s) in RCA: 46] [Impact Index Per Article: 11.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
Abstract
Purpose: There has been an enormous increase in the use of gadgets for online classes and entertainment during the COVID-19 pandemic. This study aimed to estimate the prevalence of digital eye strain (DES), describe the pattern of gadget usage, and analyse the risk factors for DES.Methods: This online survey analysed 941 responses from students of online classes (688), teachers of online classes (45), and general population (208). A pre-validated questionnaire was used to calculate the DES score. Non-parametric tests of medians were used to compare the median DES score, Chi-square test to compare categorical variables, and binary logistic regression to find the predictors of DES.Results: The prevalence of eye strain was higher among students taking online classes compared to the general public (50.6% vs 33.2%; χ2 = 22.5, df = 1, p < .0001). There was an increase in screen time during the pandemic compared to pre-pandemic time. The DES score was highest among students attending online classes (p < .0001), in those with eye diseases (p = .001), greater screen time (p = <0.0001), screen distance <20 cm (p = .002), those who used gadgets in dark (p = .017) and those who took infrequent/no breaks (p = .018). The DES scores were proportional to the increase in the number of hours of gadget usage during the pandemic.Conclusion: There is a need to educate people about limiting overall screen exposure and ergonomic methods of screen viewing. Efforts from policymakers to reduce the duration of online classes for students and online work hours for professionals are warranted to control this epidemic of eye strain.
Collapse
Affiliation(s)
- Pratyusha Ganne
- Department of Ophthalmology, All India Institute of Medical Sciences, Guntur, India
| | - Shaista Najeeb
- Department of Ophthalmology, All India Institute of Medical Sciences, Guntur, India
| | - Ganne Chaitanya
- Epilepsy and Cognitive Neurophysiology Lab, Department of Neurology, University of Alabama at Birmingham, Birmingham, Alabama, USA
| | - Aditya Sharma
- Department of Ophthalmology, All India Institute of Medical Sciences, Guntur, India
| | - Nagesha C Krishnappa
- Department of Vitreo-Retina, B W Lions Superspeciality Eye Hospital, Bangalore, India
| |
Collapse
|
18
|
Mylona I, Deres ES, Dere GDS, Tsinopoulos I, Glynatsis M. The Impact of Internet and Videogaming Addiction on Adolescent Vision: A Review of the Literature. Front Public Health 2020; 8:63. [PMID: 32195219 PMCID: PMC7066070 DOI: 10.3389/fpubh.2020.00063] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/04/2020] [Accepted: 02/20/2020] [Indexed: 01/13/2023] Open
Abstract
During the past decade, vision problems that were attributed to the use of electronic screens have gradually shifted from being a workplace health issue to a wider public health issue. “Computer vision syndrome” originally related to the few professionals exposed to long hours of work in front of a computer screen. The widespread use of digital screens in devices used throughout the day have led to the emergence of “digital eye strain” as a new clinical syndrome that affects every individual who spends a large period of time fixated on multiple screens, for work or leisure. A new subcategory, “video game vision” has been proposed to specifically address vision issues related to large periods of continuous use of screen enabled devices in order to play video games. With gaming disorder being included in the next version of the WHO classification of diseases (ICD-11), it is becoming increasingly important to have a clear idea of the impact of this disorder in general health and functioning. At the same time, a number of research studies have reported positive impact of videogame playing on the players vision. This article reviews the latest research studies on the impact of digital screen enabled devices on adolescent vision in light of the increasing reports of internet addiction and gaming disorder while referencing positive findings of videogaming on vision in order to provide a balanced approach and assist with classification, diagnosis and treatment, while providing directions for future research.
Collapse
Affiliation(s)
- Ioanna Mylona
- 2nd Department of Ophthalmology, School of Medicine, Aristotle University of Thessaloniki, Thessaloniki, Greece.,Ophthalmology Department, "Hippokration" General Hospital of Thessaloniki, Thessaloniki, Greece
| | | | | | - Ioannis Tsinopoulos
- 2nd Department of Ophthalmology, School of Medicine, Aristotle University of Thessaloniki, Thessaloniki, Greece
| | - Mikes Glynatsis
- Ophthalmology Department, "Hippokration" General Hospital of Thessaloniki, Thessaloniki, Greece
| |
Collapse
|
19
|
Ryan DS, Sia RK, Eaddy JB, Logan LA, Familoni JO, Beydoun H, Rodgers SB, Rivers BA. Preliminary evaluation of the VIsion PERformance (VIPER) simulator. Mil Med Res 2020; 7:2. [PMID: 31941553 PMCID: PMC6964099 DOI: 10.1186/s40779-020-0231-8] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/06/2019] [Accepted: 01/06/2020] [Indexed: 03/21/2023] Open
Abstract
BACKGROUND This study evaluated the VIsion PERformance (VIPER) simulator's ability to assess the functional visual performance in warfighters conducting civilian and military tasks. METHODS Thirty service members, aged 25-35 years old with a best corrected distance visual acuity (VA) better than or equal to 20/20 or logarithm of the minimum angle of resolution (logMAR) 0.00, were randomized to locate and identify road signs and mock improvised explosive devices (IEDs) under either daytime conditions or with infrared imagery, with (cc) and without (sc) wearing their habitual correction. Participants also underwent binocular uncorrected (UDVA) and corrected (CDVA) visual assessment, refraction, contrast sensitivity testing and wavefront aberrometry. RESULTS The mean age was 28.47 years. The manifest spherical equivalent was - 3.16 ± 1.75 diopters (D), the UDVA in both eyes (OU) was logMAR 0.83 ± 0.47, and the CDVA OU was - 0.11 ± 0.06. For VIPER, the mean difference in the detection distance (DD) for road signs ccDD vs. scDD was 76.7 ± 52.8 m (P < 0.001). The average difference in identification distance (ID) ccID vs. scID was 13.9 ± 6.3 m (P < 0.001). The mean accuracies were 83.5 and 27.9% for cc and sc, respectively (P < 0.001). The regression analysis indicated that a 1.6 m change in the distance accounts for a 1% change in the accuracy (P = 0.002). Without correction, a 4.1 m change accounts for a 1% change in the accuracy (P < 0.001). The average IED ccDD was 29.9 ± 8.2 m, and that for scDD was 13.2 ± 13.6 m (P < 0.001). The average IED ccID was 32.2 ± 6.2 m and that for the scID was 7.4 ± 10.3 m (P < 0.001). The mean IED identification accuracy was 46.7 and 11.4% for cc and sc, respectively (P < 0.001). CONCLUSIONS The preliminary results reflect VIPER's ability to assess functional visual performance when detecting and identifying signs and IEDs. Furthermore, VIPER is able to detect performance changes with and without correction.
Collapse
Affiliation(s)
- Denise S Ryan
- Warfighter Refractive Eye Surgery Program and Research Center, Fort Belvoir Community Hospital, Fort Belvoir, VA, 22060, USA.
| | - Rose K Sia
- Warfighter Refractive Eye Surgery Program and Research Center, Fort Belvoir Community Hospital, Fort Belvoir, VA, 22060, USA
| | - Jennifer B Eaddy
- Warfighter Refractive Eye Surgery Program and Research Center, Fort Belvoir Community Hospital, Fort Belvoir, VA, 22060, USA
| | - Lorie A Logan
- Warfighter Refractive Eye Surgery Program and Research Center, Fort Belvoir Community Hospital, Fort Belvoir, VA, 22060, USA
| | - Jide O Familoni
- Night Vision and Electronic Sensors Directorate, Fort Belvoir, VA, 22060, USA
| | - Hind Beydoun
- Department of Research Programs, Fort Belvoir Community Hospital, Fort Belvoir, VA, 22060, USA
| | - Samantha B Rodgers
- Warfighter Refractive Eye Surgery Program and Research Center, Fort Belvoir Community Hospital, Fort Belvoir, VA, 22060, USA
| | - Bruce A Rivers
- Warfighter Refractive Eye Surgery Program and Research Center, Fort Belvoir Community Hospital, Fort Belvoir, VA, 22060, USA
| |
Collapse
|