Changes to Visual Parameters Following Virtual Reality Gameplay

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 gam...

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Main Authors: Sanjog Banstola, Kerry Hanna, Anna O’Connor
Format: Article
Language:English
Published: White Rose University Press 2022-06-01
Series:British and Irish Orthoptic Journal
Subjects:
Online Access:https://www.bioj-online.com/articles/257
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author Sanjog Banstola
Kerry Hanna
Anna O’Connor
author_facet Sanjog Banstola
Kerry Hanna
Anna O’Connor
author_sort Sanjog Banstola
collection DOAJ
description 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. Methods: The study was conducted at the School of Health Sciences, University of Liverpool. All participants had binocular vision with good visual acuity and no manifest strabismus. Participants were assessed before and after playing 15 minutes of the VR game Beat Saber, which incorporated convergence and divergence movements. Clinical assessments including near point of convergence (NPC) and near point of accommodation (NPA) using the RAF rule; accommodative convergence to accommodation (AC/A) ratio; motor fusion using the prism fusion range (at 33cm), accommodation facility using +2.00/–2.00DS flipper lenses, and stereoacuity using the Frisby stereo test were assessed before and after playing. Results: Seventy-eight participants (19–25 years old) were included in the study, with 16 males and 41 females respectively. The breakpoint of convergence reduced by 0.5 cm (p = 0.001). The binocular accommodative facility improved by 2 cycles per minute (cpm); p = 0.004. The mean, near horizontal prism fusion range (PFR) base break and recovery points both worsened by of 5.0 dioptres (p = 0.003), whereas the mean near horizontal PFR base in recovery point improved by of 4.0 dioptres (p = 0.003). Discussion: The study validated previous findings as VR gameplay over-exercised and fatigued convergence muscles, but to a small degree. The VR experience improved the participants’ ability to change focus quickly and improve accommodation, as well as the divergence function of the eye. However, as the participants were retested directly after the VR gameplay, the findings were limited to short term effects on vision.
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spelling doaj.art-f3d0ba385eb64598bc70766e7f5b69a32022-12-22T02:42:58ZengWhite Rose University PressBritish and Irish Orthoptic Journal2516-35902022-06-0118110.22599/bioj.257234Changes to Visual Parameters Following Virtual Reality GameplaySanjog Banstola0Kerry Hanna1Anna O’Connor2University of LiverpoolUniversity of LiverpoolUniversity of LiverpoolIntroduction: 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. Methods: The study was conducted at the School of Health Sciences, University of Liverpool. All participants had binocular vision with good visual acuity and no manifest strabismus. Participants were assessed before and after playing 15 minutes of the VR game Beat Saber, which incorporated convergence and divergence movements. Clinical assessments including near point of convergence (NPC) and near point of accommodation (NPA) using the RAF rule; accommodative convergence to accommodation (AC/A) ratio; motor fusion using the prism fusion range (at 33cm), accommodation facility using +2.00/–2.00DS flipper lenses, and stereoacuity using the Frisby stereo test were assessed before and after playing. Results: Seventy-eight participants (19–25 years old) were included in the study, with 16 males and 41 females respectively. The breakpoint of convergence reduced by 0.5 cm (p = 0.001). The binocular accommodative facility improved by 2 cycles per minute (cpm); p = 0.004. The mean, near horizontal prism fusion range (PFR) base break and recovery points both worsened by of 5.0 dioptres (p = 0.003), whereas the mean near horizontal PFR base in recovery point improved by of 4.0 dioptres (p = 0.003). Discussion: The study validated previous findings as VR gameplay over-exercised and fatigued convergence muscles, but to a small degree. The VR experience improved the participants’ ability to change focus quickly and improve accommodation, as well as the divergence function of the eye. However, as the participants were retested directly after the VR gameplay, the findings were limited to short term effects on vision.https://www.bioj-online.com/articles/257virtual realitygameplayvisual changesvision
spellingShingle Sanjog Banstola
Kerry Hanna
Anna O’Connor
Changes to Visual Parameters Following Virtual Reality Gameplay
British and Irish Orthoptic Journal
virtual reality
gameplay
visual changes
vision
title Changes to Visual Parameters Following Virtual Reality Gameplay
title_full Changes to Visual Parameters Following Virtual Reality Gameplay
title_fullStr Changes to Visual Parameters Following Virtual Reality Gameplay
title_full_unstemmed Changes to Visual Parameters Following Virtual Reality Gameplay
title_short Changes to Visual Parameters Following Virtual Reality Gameplay
title_sort changes to visual parameters following virtual reality gameplay
topic virtual reality
gameplay
visual changes
vision
url https://www.bioj-online.com/articles/257
work_keys_str_mv AT sanjogbanstola changestovisualparametersfollowingvirtualrealitygameplay
AT kerryhanna changestovisualparametersfollowingvirtualrealitygameplay
AT annaoconnor changestovisualparametersfollowingvirtualrealitygameplay