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