Prediction of computer vision syndrome by video game addiction in Chinese and Spanish students
Introduction: The use of video games, due to the extent that it has reached during the COVID-19 pandemic, is a relevant study variable especially because of its interactions with aspects of mental and visual health. Objective: to predict the occurrence of computer vision syndrome according to the l...
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| Main Authors: | , , , , |
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| Format: | Article |
| Language: | English |
| Published: |
Universidad de Ciencias Médicas de La Habana
2023-01-01
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| Series: | Revista Habanera de Ciencias Médicas |
| Subjects: | |
| Online Access: | https://revhabanera.sld.cu/index.php/rhab/article/view/4853 |
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| Summary: | Introduction: The use of video games, due to the extent that it has reached during the COVID-19 pandemic, is a relevant study variable especially because of its interactions with aspects of mental and visual health.
Objective: to predict the occurrence of computer vision syndrome according to the level of addiction to video games in university undergraduates during a particular period of uncertainty due to health and mobility restrictions imposed by governments as a result of the COVID-19 pandemic.
Material and Methods: To accomplish this objective, an online questionnaire was administered with three validated instruments: a questionnaire to assess playing video games (CHCVI), a questionnaire to evaluate video games addiction (CERV), and a questionnaire to detect computer vision syndrome (CSQ). The three questionnaires were applied to a sample of 253 students from both Chinese and Spanish universities. To establish the predictions, robust indexes were constructed based on the Factor Analysis of the instruments administered. Finally, logistic regression was applied to predict computer vision syndrome.
Results: The results showed greater computer vision syndrome and appetite for video games in Spanish students, and lower computer vision syndrome scores but a greater alteration of daily life in chinese students due to this type of leisure. Moreover, it was found that students from the Chinese sample entailed a lower risk of suffering from computer vision syndrome, and that having higher levels of addiction involved 1,4 times more likelihood of suffering from such syndrome.
Conclusions: The present findings demonstrate a previously unexplored relationship between video games addiction and visual symptoms related to screen exposure. |
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| ISSN: | 1729-519X |