Impact of Conventional 2D Display Versus 3D Virtual Reality on the Ocular Surface in Esports University Students

  • Johanna Marcela Gonzalez Bermudez Fundación Universitaria del Área Andina, Bogotá- Colombia
  • Dario Mendoza Romero Fundación Universitaria del Área Andina, Bogotá- Colombia
  • Carlos Alberto Castillo Daza Universidad Escuela Colombiana de Ingeniería Julio Garavito
  • Alejandro León Álvarez Fundación Universitaria del Área Andina, Bogotá- Colombia
  • Mario Agudelo Padilla Fundación Universitaria del Área Andina, Bogotá- Colombia
  • Paulo Zapata Giraldo Fundación Universitaria del Área Andina- Pereira, Colombia
Keywords: Juegos de Video, Salud ocular, Realidad virtual, Síndrome de ojo seco, Competencia Profesional Video games, Ocular surface, Virtual reality, Dry eye syndrome, professional competence Videogames, Superfície ocular, Realidade Virtual, Síndrome do olho seco, competência profissional

Abstract

Objective: To determine the effect of exposure to video games in conventional (2D) versus stereoscopic (3D/VR) viewing formats on the ocular surface in university students.

Methods: A quasi-experimental study was conducted in 49 students assigned to 2D or 3D formats. Pre- and post-exposure assessments included the Schirmer I test, tear meniscus height, conjunctival hyperemia, tear break-up time (TBUT), and the Ocular Surface Disease Index (OSDI). Data were analyzed using mixed-effects models for repeated measures (Gamma-log GLMM) and nonparametric tests for OSDI.

Results: The 3D group showed a significant reduction in tear meniscus height in the left eye (0.229 to 0.194 mm; p = .002), with a similar trend in the right eye. Conjunctival hyperemia increased significantly in both eyes (χ² = 50.08; p < .001), and Schirmer I values decreased in both groups. TBUT showed a decreasing trend without reaching statistical significance (p > .220), while OSDI scores were similar across groups and time points.

Conclusions: One hour of exposure to video games in 2D and 3D formats did not produce significant changes in tear function, except for an increase in conjunctival hyperemia.

Keywords: Video games; Ocular surface; Virtual reality; Dry eye syndrome; professional competence

 

Author Biographies

Johanna Marcela Gonzalez Bermudez, Fundación Universitaria del Área Andina, Bogotá- Colombia

Optometrist, Health and Sports Sciences Research Group, Faculty of Health and Sports Sciences, Fundación Universitaria del Área Andina, Bogotá, Colombia.

Dario Mendoza Romero , Fundación Universitaria del Área Andina, Bogotá- Colombia

Public Health and Epidemiology Research Group, Faculty of Health and Sports Sciences, Fundación Universitaria del Área Andina, Bogotá, Colombia.

Carlos Alberto Castillo Daza , Universidad Escuela Colombiana de Ingeniería Julio Garavito

Biomedical Engineer, GIBIOME Research Group, Center for Biomedical and Biotechnology Studies, Escuela Colombiana de Ingeniería Julio Garavito University, Bogotá, Colombia.

Alejandro León Álvarez , Fundación Universitaria del Área Andina, Bogotá- Colombia

Optometrist, Health and Sports Sciences Research Group, Faculty of Health and Sports Sciences, Fundación Universitaria del Área Andina, Bogotá, Colombia.

Mario Agudelo Padilla , Fundación Universitaria del Área Andina, Bogotá- Colombia

Esports Professor, Professional Program in Sports Training, Faculty of Health and Sports Sciences, Fundación Universitaria del Área Andina, Bogotá, Colombia.

Paulo Zapata Giraldo , Fundación Universitaria del Área Andina- Pereira, Colombia

Optometrist, Visual Health Research Group, Faculty of Health and Sports Sciences, Fundación Universitaria del Área Andina, Pereira, Colombia.

Published
2026-05-22