关键词: CVS-Q digital devices esports athlete eyestrain visual performance

来  源:   DOI:10.2147/OPTO.S460868   PDF(Pubmed)

Abstract:
UNASSIGNED: To determine the factors associated with eyestrain in esports athletes in Bangkok compared with controls.
UNASSIGNED: 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.
UNASSIGNED: 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).
UNASSIGNED: This study found that esports athletes experienced vision health problems, indicating the need to prevent eyestrain caused by the use of digital devices.
摘要:
与对照组相比,确定与曼谷电竞运动员眼睛疲劳相关的因素。
在2023年4月至6月之间进行了一项横断面描述性研究,涉及160名使用数字设备的男性参与者(20-35岁),由电竞运动员和对照组组成。使用一般信息问卷收集数据,计算机视觉综合征问卷(CVS-Q),和抑郁焦虑压力量表-21(DASS-21)。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logMAR视敏度方面的视觉表现明显低于对照组(p<0.020),隐窝(p<0.001),负融合聚散度(模糊,break,和回收率)(p<0.012,p<0.004和p<0.039),正融合聚散度(模糊,break,和回收率)(p<0.005,p<0.001和p<0.005),单目估计法(p<0.001),单眼和双眼调节设施(p<0.001),和聚散度设施(p<0.001)。一项关于CVS危险因素的研究发现,电竞运动员患CVS的可能性更大(p<0.001)。与低强度照明相比,高强度照明的工作环境显着增加了CVS的风险(p<0.001)。使用数字设备>4小时/天,有饮酒史,和应激显著增加CVS的风险(p<0.001,p<0.023,p<0.048)。
这项研究发现,电子竞技运动员出现视力健康问题,表明需要防止使用数字设备引起的眼睛疲劳。
公众号