The effect of action and casual video games on visual reaction time and accommodation in non-gamers

Mumtaz Qazi 1, * and Hardeep Singh Matharu 2

1 Assistant Professor, Lotus College of Optometry. Juhu. Mumbai, India.
2 Postgraduate Student, Consultant Optometrist, Chitkara University, Punjab, India.
 
Research Article
International Journal of Science and Research Archive, 2023, 10(01), 745–748
Article DOI: 10.30574/ijsra.2023.10.1.0798
Publication history: 
Received on 22 August 2023; revised on 06 October 2023; accepted on 09 October 2023
 
Abstract: 
Aim: To understand the effect of video games on non-gamers’ visual reaction time (VRT) and Accommodation.
Methodology: A cross sectional study was conducted to evaluate the effect of video games on VRT and Accommodation in non-gamers. Subjects between the age of 18-28 years with BCVA 0.0 LogMAR; 0.63M were enrolled in this study. A written consent was obtained. Subjects having binocular vision anomalies, systemic diseases, learning disabilities, and dry eyes were excluded from the study. All subjects underwent a comprehensive eye exam. In addition, VRT and Accommodation were measured pre and post exposure to video games. VRT was assessed with PEBL (Psychology Experiment Building Language) and WAM open field autorefractor was used to measure Accommodation.
Result: 17 subjects (15 females and 2 males) participated in the study with the mean age of 21 ± 1.70 years. In the action video game group, mean VRT decreased significantly from 362.56±31.68ms to 348.75±31.35ms post video game exposure (p<0.05). The mean VRT in casual video game group pre video game exposure was 358±29.56ms and post was 353.89±26.8ms (p>0.05). The accommodative response exhibits a significant change, with pre-exposure mean of -0.98D and post exposure mean of -1.20D (p<0.05).
Conclusion: Action video games were found to enhance VRT significantly, making them a potential tool for activities requiring rapid reactions. While casual video games also improved VRT, the changes were not statistically significant. Moreover, both types of video games had a significant impact on accommodative responses, which could be clinically relevant for individuals with accommodation related issues.
 
Keywords: 
Action Video game; Casual Video game; Non gamers; Visual Reaction Time (VRT); Accommodation
 
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