%0 Journal Article %T Digital Challenges: Investigating Computer Vision Syndrome in Thai Esports Through a Case-Control Approach. %A Chaiwiang N %A Koo-Akarakul J %J Clin Optom (Auckl) %V 16 %N 0 %D 2024 %M 39100733 暂无%R 10.2147/OPTO.S460868 %X 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.