| Literature DB >> 35855495 |
Sanjog Banstola1, Kerry Hanna1, Anna O'Connor1.
Abstract
Introduction: Virtual reality (VR) gameplay is popular with a range of games and educational resources available. However, it puts high demands on the visual system. Current evidence shows conflicting impacts on visual parameters. Therefore, this study explores the changes to vision following VR gameplay.Entities:
Keywords: Gameplay; Virtual Reality; Vision; Visual Changes
Year: 2022 PMID: 35855495 PMCID: PMC9249003 DOI: 10.22599/bioj.257
Source DB: PubMed Journal: Br Ir Orthopt J ISSN: 1743-9868
Outline of the participant demographics and screening data.
|
| |||
|---|---|---|---|
| AFTER EXCLUSION* N = 78 | MISSING VALUES, N (%) | ||
|
| |||
|
| 20.0 (1.0) | 22 (27.5) | |
|
| |||
|
|
| 16 (20.5) | 22 (27.5) |
|
| |||
|
| 41 (52.6) | ||
|
| |||
|
|
| 4 (51.3) | 40 (51.2) |
|
| |||
|
| 34 (43.6) | ||
|
| |||
|
|
| 0.0 (0.2) | 1 (1.3) |
|
| |||
|
| 0.0 (0.1) | ||
|
| |||
|
|
| 9 (11.5) | 1 (1.3) |
|
| |||
|
| 39 (50.0) | ||
|
| |||
|
| 1 (1.3) | ||
|
| |||
|
| 29 (37.2) | ||
|
| |||
|
|
| 3 (3.8) | 21 (26.3) |
|
| |||
|
| 14 (17.9) | ||
|
| |||
|
| 1 (1.3) | ||
|
| |||
|
| 40 (51.3) | ||
|
| |||
|
| 60 (4.5) | 33 (41.3) | |
|
| |||
* After exclusion accounts for data after exclusion criteria applied and missing values removed.
N = number of participants, IQR = interquartile range, logMAR = the logarithm of the Minimum Angle of Resolution, NAD = no abnormality detected.
Summary of the changes to visual parameters before and after VR gameplay.
|
| |||||
|---|---|---|---|---|---|
| VISUAL PARAMETERS | BEFORE VR GAMEPLAY | AFTER VR GAMEPLAY** | P-VALUE | VALUES INCLUDED, N (%) | |
|
| |||||
|
|
| 6.0 (1.0) | 6.5 (3.0) | 0.001* | 68 (87.2) |
|
| |||||
|
| 6.5 (2.8) | 7.0 (3.0) | 0.526 | 20 (25.6) | |
|
| |||||
|
|
| 8.0 (3.0) | 8.0 (7.0) | 0.026 | 10 (12.8) |
|
| |||||
|
|
| 11.0 (5.0) | 13.0 (5.0) | 0.004* | 58 (74.3) |
|
| |||||
|
| 12.5 (8.5) | 9.5 (15.25) | 0.888 | 10 (12.8) | |
|
| |||||
|
| 15.0 (8.5) | 12.0 (10.5) | 0.482 | 10 (12.8) | |
|
| |||||
|
| 2.0 (2.0) | 1.5 (2.3) | 0.389 | 58 (74.3) | |
|
| |||||
|
| 1.74 (1.2) | 1.74 (1.2) | 0.317 | 20 (25.6) | |
|
| |||||
* Significant values after Bonferroni correction applied.
** After 15 minutes of playing Beat Saber using a VR headset.
N = number of participants, IQR = interquartile range, cpm = cycles per minute.
p-value calculated using Wilcoxon signed rank test followed by Bonferroni correction resulting in a statistically significant level of p-value < 0.004.
The changes to near horizontal PFR before and after VR gameplay.
|
| |||||
|---|---|---|---|---|---|
| NEAR HORIZONTAL PFR, DIOPTRES (MEDIAN, IQR) | BEFORE VR GAMEPLAY | AFTER VR GAMEPLAY** | P-VALUE | VALUES INCLUDED, N (%) | |
|
| |||||
|
|
| 19.0 (9.0) | 16.0 (11.0) | 0.008 | 48 (61.5) |
|
| |||||
|
| 35.0 (20.0) | 30.0 (15.0) | 0.003* | 68 (87.2) | |
|
| |||||
|
| 30.0 (18.8) | 25.0 (17.0) | 0.003* | 48 (61.5) | |
|
| |||||
|
|
| 12.0 (4.0) | 13.0 (4.0) | 0.006 | 48 (61.5) |
|
| |||||
|
| 14.0 (6.0) | 16.0 (8.0) | 0.024 | 68 (87.2) | |
|
| |||||
|
| 12.0 (5.5) | 16.0 (8.0) | 0.003* | 48 (61.5) | |
|
| |||||
* Significant values after Bonferroni correction applied.
** After 15 minutes of playing Beat Saber using a VR headset.
N = number of participants, IQR = interquartile range.
p-value calculated using Wilcoxon signed rank test followed by Bonferroni correction resulting in a statistically significant level of p-value <0.004.