Chaiwiang Narttaya, Koo-Akarakul Juthamanee
Department of Optometry, Ramkhamhaeng University, Bangkok, Thailand.
Clin Optom (Auckl). 2024 Jul 29;16:201-210. doi: 10.2147/OPTO.S460868. eCollection 2024.
To determine the factors associated with eyestrain in esports athletes in Bangkok compared with controls.
A cross-sectional descriptive study was conducted between April and June 2023, involving 160 male participants (aged 20-35 years) who used digital devices, consisting of esports athletes and a control group. Data were collected using a general information questionnaire, Computer Vision Syndrome Questionnaire (CVS-Q), and Depression anxiety stress scale-21 (DASS-21). Ophthalmic instruments were used for the eye examinations by an optometrist.
Seventy-six esports athletes showed significantly lower visual performance than controls in logMAR visual acuity (p < 0.020), phoria (p < 0.001), negative fusional vergence (blur, break, and recovery) (p < 0.012, p < 0.004 and p < 0.039), positive fusional vergence (blur, break, and recovery) (p < 0.005, p < 0.001 and p < 0.005), monocular estimation method (p < 0.001), monocular and binocular accommodative facility (p < 0.001), and vergence facility (p < 0.001). A study on risk factors for CVS found that esports athletes were significantly more likely to have CVS (p < 0.001). Work environments with high-intensity lighting significantly increase the risk of CVS compared to low-intensity lighting (p < 0.001). The use of a digital device for >4 h/day, having a history of alcohol consumption, and stress significantly increased the risk of CVS (p < 0.001, p < 0.023, p < 0.048).
This study found that esports athletes experienced vision health problems, indicating the need to prevent eyestrain caused by the use of digital devices.
确定与曼谷电子竞技运动员相比,对照组中与眼睛疲劳相关的因素。
于2023年4月至6月进行了一项横断面描述性研究,纳入了160名使用数字设备的男性参与者(年龄20 - 35岁),包括电子竞技运动员和对照组。使用一般信息问卷、计算机视觉综合征问卷(CVS - Q)和抑郁焦虑压力量表21(DASS - 21)收集数据。由验光师使用眼科仪器进行眼部检查。
76名电子竞技运动员在对数视力表视力(p < 0.020)、隐斜视(p < 0.001)、负融合性聚散(模糊、破裂和恢复)(p < 0.012、p < 0.004和p < 0.039)、正融合性聚散(模糊、破裂和恢复)(p < 0.005、p < 0.001和p < 0.005)、单眼估计法(p < 0.001)、单眼和双眼调节能力(p < 0.001)以及聚散能力(p < 0.001)方面的视觉表现显著低于对照组。一项关于计算机视觉综合征危险因素的研究发现,电子竞技运动员患计算机视觉综合征的可能性显著更高(p < 0.001)。与低强度照明相比,高强度照明的工作环境显著增加了患计算机视觉综合征的风险(p < 0.001)。每天使用数字设备超过4小时、有饮酒史以及压力显著增加了患计算机视觉综合征的风险(p < 0.001、p < 0.023、p < 0.048)。
本研究发现电子竞技运动员存在视力健康问题,表明有必要预防因使用数字设备导致的眼睛疲劳。