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BOHR International Journal of Current Research
in Optometry and Ophthalmology
2023, Vol. 2, No. 1, pp. 12–14
DOI: 10.54646/bijcroo.2023.25
www.bohrpub.com
METHODS
Accommodative facility and vergence facility after mobile
gaming
S. Janagi1, Syeda Sadiya Ikram2* and Sanjeev Kumar Puri2
1Department of Optometry, Saveetha College of Allied Health Sciences, Tamil Nadu, India
2Department of Ophthalmology, Saveetha Medical College & Hospital, Tamil Nadu, India
*Correspondence:
Syeda Sadiya Ikram,
sadiyaikram20@gmail.com
Received: 12 February 2023; Accepted: 23 February 2023; Published: 15 March 2023
Aim: This study aimed to access the changes of accommodation and vergence before and after mobile gaming.
Settings and Design: This was a comparative study conducted in the outpatient department of ophthalmology.
Accommodative facility and vergence facility were measured using flippers.
Materials and methods: A comparative study was conducted on 50 healthy subjects, in both males and females,
with age groups ranging between 18 and 30 years. This study has been approved by the IRB Committee; 25 young
emmetropic patients and 25 young myopic patients were included. The comparison of accommodative facility
and vergence facility before and after mobile gaming for 1 h was measured to determine the level of changes
in accommodation and vergence. All patients were undergone comprehensive ophthalmic examination including
vision, subjective/objective refraction, anterior segment examination, and accommodative and vergence facilities
measured using accommodative and vergence flippers.
Results: The mean and standard deviation value significantly increase before and after mobile gaming in the right
eye, left eye, and both eyes in case of accommodation facility, and there is a decrease in the mean and standard
deviation value in case of vergence facility in both eyes before and after mobile gaming.
Conclusion: The mean and standard deviation value significantly increase before and after mobile gaming in the
right eye, left eye, and both eyes in case of accommodative facility, and there is a decrease in the mean and
standard deviation value in case of vergence facility in both eyes before and after mobile gaming.
Keywords: accommodative facility, vergence facility, myopia, emmetropia.
Introduction
The eyes have been provided with a mechanism
called accommodation, which results in a change in
dioptric power of the eye to see near objects clearly
(1, 2). Convergence is a disconjugate movement that
allows bifoveal single vision to be maintained at any
fixation distance (3). The accommodation and vergence
functions of visual reality cause a reduction in visual
performance (4). This study aimed to measure the
accommodation and vergence measurement after 1 h
of mobile gaming.
Subjects and methods
A comparative study was conducted on 50 healthy subjects,
in both males and females, with age groups ranging
between 18 and 30 years. This study has been approved
by the IRB Committee; before the beginning of the study,
informed consents were obtained and the procedure was
explained clearly; 25 young emmetropic patients and
25 young myopic patients were included. All subjects
underwent a comprehensive ophthalmic examination,
including vision, subjective/objective refraction, anterior
segment examination, accommodation, and vergence
12
10.54646/bijcroo.2023.25 13
TABLE 1 | Descriptive statistics of age.
N Minimum Maximum Mean Std. deviation
Age 50 17.00 29.00 21.72 2.79
Primary data.
TABLE 2 | Accommodative facility (OD),(OS),(OU) before and after
playing mobile games.
Mean Std.
deviation
t-value
Accommodative
facility (OD)
Before mobile
gaming
12.38 cpm 4.169 17.205**
(p = 0.000)
After mobile
gaming
14.48 cpm 4.021
Accommodative
facility (OS)
Before mobile
gaming
12.82 cpm 4.054 17.982**
(p = 0.000)
After mobile
gaming
14.64 cpm 4.429
Accommodative
facility (OU)
Before mobile
gaming
15.16 cpm 3.644 14.983**
(p = 0.000)
After mobile
gaming
16.94 cpm 3.666
cpm, cycle per minute.
Computed from primary data.
12.38
14.48
12.82
14.64 15.16
16.94
0
2
4
6
8
10
12
14
16
18
Before
Mobile
Gaming
After
Mobile
Gaming
Before
Mobile
Gaming
After
Mobile
Gaming
Before
Mobile
Gaming
After
Mobile
Gaming
ACCOMMODATIVE
FACILITY (OD)
ACCOMMODATIVE
FACILITY (OS)
ACCOMMODATIVE
FACILITY (OU)
FIGURE 1 | Accommodative facility before and after playing mobile
games.
parameters, which were assessed before and after playing
mobile games for 1 h. The accommodative and vergence
facilities were measured using accommodative and vergence
flippers. Patients with a history of glaucoma, external eye
disease, intraocular or corneal refractive surgery, corneal or
intraocular trauma, ocular pathological changes, connective
tissue disorders, nystagmus, and other ocular diseases were
excluded from this study.
Discussion
Accommodation refers to a change in the dioptric power of
the eye. Clinically, this is measured either monocularly or
binocularly, usually by having the subject fixate on a small
TABLE 3 | Vergence facility before and after playing mobile games.
Mean Std.
deviation
t-value
Vergence facility Before mobile
gaming
14.88 CPM 3.595 4.451**
(p = 0.001)
After mobile
gaming
13.38 CPM 2.381
Computed from primary data.
12.5
13
13.5
14
14.5
15
Before Mobile
Gaming
After Mobile Gaming
14.88
13.38
Vergence
Facility
(cpm)
FIGURE 2 | Vergence facility before and after playing mobile games.
target alternately through plus and minus lenses, which are
interchanged as soon as the target appears clear. Vergence
facility is a simultaneous movement of the pupil of the eyes
toward or away from one another during focusing, where
movement of one eye is related to the movement of the other.
Through analysis, it was concluded that the accommodative
facility after playing mobile games has increased significantly
than the accommodative facility in both eyes. However,
the vergence facility decreased significantly after playing
mobile games, and the result was similar to a study done
by Uma Mageswari Batumalai et al., who investigated the
accommodative response and vergence status by phoria and
AC/A ratio method after using virtual reality headset for
30 min and found that there was a significant increase in
the accommodative facility and a decrease in the vergence
facility after a time of 45 min of virtual reality games (5, 6).
Hasebe et al. underwent a study on prolonged exposure of
near tasks via virtual reality by headset that may trigger the
accommodation. They understood that changes of apparent
viewing distance through virtual reality may elicit the level
of accommodative response based on apparent stimulus
distance(7, 8).
Conclusion
Exposure to virtual reality gaming tends the subjects
to focus more and has effect on both accommodation
and convergence. Playing for an hour results in lead of
accommodation and lag in vergence.
14 Janagi et al.
Results
Changes in accommodative facility
(OD),(OS),(OU) before and after playing
mobile games
In this study, 50 subjects were included, and their
accommodative facilities were recorded. This section is
intended to test whether the change in accommodative
facility (OD),(OS),(OU) before and after playing mobile
games is significant or not. For this purpose, a paired samples
t-test is applied. The results are shown in Table 2.
From Table 2, the t-value of 17.205 (p = 0.000) in OD, the
t-value of 17.982 (p = 0.000) in OS, and t-value of 14.983
(p = 0.000) in OU confirm that there is a significant change
in the accommodative facility before and after playing mobile
games. The comparison is shown graphically in Figure 1.
From Table 3, the t-value of 4.451 (p = 0.001) confirms that
there is a significant change in the vergence facility before
and after playing mobile games. This shows that vergence
facility after playing mobile games has decreased significantly
than vergence facility before playing mobile games. The
comparison is shown graphically in Figure 2.
Author contributions
All authors have contributed equally.
Acknowledgments
The necessary facilities for this work was provided and
supported by Saveetha Medical College and Hospital.
References
1. Khurana AK. Theory and practice of optics and refraction. Fourth ed.
Amsterdam: Elsevier (2018).
2. Ciuffreda KJ. Accommodation and its anomalies. In: Charman
WN editor. Vision and visual dysfunction. London: MacMillan
(1991).
3. Philips R. Physiological optics. In: Hendee WR, Wells PNT editors.
The perception of visual information. New York, NY: Springer
(1997).
4. Abdul-Kabir M, Kumah D, Koomson N, Afari C. Prevalence of
accommodative insufficiency and accommodative infacility among
junior high school students in a Ghanaian town. J Sci Technol. (2014)
34:60–4.
5. Borsting E, Rouse M, Deland P, Hovett S, Kimura D, Park
M, et al. Association of symptoms and convergence and
accommodative insufficiency in school-age children. Optometry. (2003)
74:25–34.
6. Pandian A, Sankaridurg P, Naduvilath T, O’Leary D, Sweeney D, Rose K,
et al. Accommodative facility in eyes with and without myopia. Invest
Ophthalmol Vis Sci. (2006) 47:4725–31.
7. Peter M, Allen W, Charman N, Radhakrishnan H. Changes in dynamics
of accommodation after accommodative facility training in myopes and
emmetropes. Vision Res. (2010) 50:947–55.
8. O’Leary DJ, Allen PM. Facility of accommodation in myopia.
Ophthalmic Physiol Opt. (2001) 21:352–5.

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Accommodative facility and vergence facility after mobile gaming

  • 1. BOHR International Journal of Current Research in Optometry and Ophthalmology 2023, Vol. 2, No. 1, pp. 12–14 DOI: 10.54646/bijcroo.2023.25 www.bohrpub.com METHODS Accommodative facility and vergence facility after mobile gaming S. Janagi1, Syeda Sadiya Ikram2* and Sanjeev Kumar Puri2 1Department of Optometry, Saveetha College of Allied Health Sciences, Tamil Nadu, India 2Department of Ophthalmology, Saveetha Medical College & Hospital, Tamil Nadu, India *Correspondence: Syeda Sadiya Ikram, sadiyaikram20@gmail.com Received: 12 February 2023; Accepted: 23 February 2023; Published: 15 March 2023 Aim: This study aimed to access the changes of accommodation and vergence before and after mobile gaming. Settings and Design: This was a comparative study conducted in the outpatient department of ophthalmology. Accommodative facility and vergence facility were measured using flippers. Materials and methods: A comparative study was conducted on 50 healthy subjects, in both males and females, with age groups ranging between 18 and 30 years. This study has been approved by the IRB Committee; 25 young emmetropic patients and 25 young myopic patients were included. The comparison of accommodative facility and vergence facility before and after mobile gaming for 1 h was measured to determine the level of changes in accommodation and vergence. All patients were undergone comprehensive ophthalmic examination including vision, subjective/objective refraction, anterior segment examination, and accommodative and vergence facilities measured using accommodative and vergence flippers. Results: The mean and standard deviation value significantly increase before and after mobile gaming in the right eye, left eye, and both eyes in case of accommodation facility, and there is a decrease in the mean and standard deviation value in case of vergence facility in both eyes before and after mobile gaming. Conclusion: The mean and standard deviation value significantly increase before and after mobile gaming in the right eye, left eye, and both eyes in case of accommodative facility, and there is a decrease in the mean and standard deviation value in case of vergence facility in both eyes before and after mobile gaming. Keywords: accommodative facility, vergence facility, myopia, emmetropia. Introduction The eyes have been provided with a mechanism called accommodation, which results in a change in dioptric power of the eye to see near objects clearly (1, 2). Convergence is a disconjugate movement that allows bifoveal single vision to be maintained at any fixation distance (3). The accommodation and vergence functions of visual reality cause a reduction in visual performance (4). This study aimed to measure the accommodation and vergence measurement after 1 h of mobile gaming. Subjects and methods A comparative study was conducted on 50 healthy subjects, in both males and females, with age groups ranging between 18 and 30 years. This study has been approved by the IRB Committee; before the beginning of the study, informed consents were obtained and the procedure was explained clearly; 25 young emmetropic patients and 25 young myopic patients were included. All subjects underwent a comprehensive ophthalmic examination, including vision, subjective/objective refraction, anterior segment examination, accommodation, and vergence 12
  • 2. 10.54646/bijcroo.2023.25 13 TABLE 1 | Descriptive statistics of age. N Minimum Maximum Mean Std. deviation Age 50 17.00 29.00 21.72 2.79 Primary data. TABLE 2 | Accommodative facility (OD),(OS),(OU) before and after playing mobile games. Mean Std. deviation t-value Accommodative facility (OD) Before mobile gaming 12.38 cpm 4.169 17.205** (p = 0.000) After mobile gaming 14.48 cpm 4.021 Accommodative facility (OS) Before mobile gaming 12.82 cpm 4.054 17.982** (p = 0.000) After mobile gaming 14.64 cpm 4.429 Accommodative facility (OU) Before mobile gaming 15.16 cpm 3.644 14.983** (p = 0.000) After mobile gaming 16.94 cpm 3.666 cpm, cycle per minute. Computed from primary data. 12.38 14.48 12.82 14.64 15.16 16.94 0 2 4 6 8 10 12 14 16 18 Before Mobile Gaming After Mobile Gaming Before Mobile Gaming After Mobile Gaming Before Mobile Gaming After Mobile Gaming ACCOMMODATIVE FACILITY (OD) ACCOMMODATIVE FACILITY (OS) ACCOMMODATIVE FACILITY (OU) FIGURE 1 | Accommodative facility before and after playing mobile games. parameters, which were assessed before and after playing mobile games for 1 h. The accommodative and vergence facilities were measured using accommodative and vergence flippers. Patients with a history of glaucoma, external eye disease, intraocular or corneal refractive surgery, corneal or intraocular trauma, ocular pathological changes, connective tissue disorders, nystagmus, and other ocular diseases were excluded from this study. Discussion Accommodation refers to a change in the dioptric power of the eye. Clinically, this is measured either monocularly or binocularly, usually by having the subject fixate on a small TABLE 3 | Vergence facility before and after playing mobile games. Mean Std. deviation t-value Vergence facility Before mobile gaming 14.88 CPM 3.595 4.451** (p = 0.001) After mobile gaming 13.38 CPM 2.381 Computed from primary data. 12.5 13 13.5 14 14.5 15 Before Mobile Gaming After Mobile Gaming 14.88 13.38 Vergence Facility (cpm) FIGURE 2 | Vergence facility before and after playing mobile games. target alternately through plus and minus lenses, which are interchanged as soon as the target appears clear. Vergence facility is a simultaneous movement of the pupil of the eyes toward or away from one another during focusing, where movement of one eye is related to the movement of the other. Through analysis, it was concluded that the accommodative facility after playing mobile games has increased significantly than the accommodative facility in both eyes. However, the vergence facility decreased significantly after playing mobile games, and the result was similar to a study done by Uma Mageswari Batumalai et al., who investigated the accommodative response and vergence status by phoria and AC/A ratio method after using virtual reality headset for 30 min and found that there was a significant increase in the accommodative facility and a decrease in the vergence facility after a time of 45 min of virtual reality games (5, 6). Hasebe et al. underwent a study on prolonged exposure of near tasks via virtual reality by headset that may trigger the accommodation. They understood that changes of apparent viewing distance through virtual reality may elicit the level of accommodative response based on apparent stimulus distance(7, 8). Conclusion Exposure to virtual reality gaming tends the subjects to focus more and has effect on both accommodation and convergence. Playing for an hour results in lead of accommodation and lag in vergence.
  • 3. 14 Janagi et al. Results Changes in accommodative facility (OD),(OS),(OU) before and after playing mobile games In this study, 50 subjects were included, and their accommodative facilities were recorded. This section is intended to test whether the change in accommodative facility (OD),(OS),(OU) before and after playing mobile games is significant or not. For this purpose, a paired samples t-test is applied. The results are shown in Table 2. From Table 2, the t-value of 17.205 (p = 0.000) in OD, the t-value of 17.982 (p = 0.000) in OS, and t-value of 14.983 (p = 0.000) in OU confirm that there is a significant change in the accommodative facility before and after playing mobile games. The comparison is shown graphically in Figure 1. From Table 3, the t-value of 4.451 (p = 0.001) confirms that there is a significant change in the vergence facility before and after playing mobile games. This shows that vergence facility after playing mobile games has decreased significantly than vergence facility before playing mobile games. The comparison is shown graphically in Figure 2. Author contributions All authors have contributed equally. Acknowledgments The necessary facilities for this work was provided and supported by Saveetha Medical College and Hospital. References 1. Khurana AK. Theory and practice of optics and refraction. Fourth ed. Amsterdam: Elsevier (2018). 2. Ciuffreda KJ. Accommodation and its anomalies. In: Charman WN editor. Vision and visual dysfunction. London: MacMillan (1991). 3. Philips R. Physiological optics. In: Hendee WR, Wells PNT editors. The perception of visual information. New York, NY: Springer (1997). 4. Abdul-Kabir M, Kumah D, Koomson N, Afari C. Prevalence of accommodative insufficiency and accommodative infacility among junior high school students in a Ghanaian town. J Sci Technol. (2014) 34:60–4. 5. Borsting E, Rouse M, Deland P, Hovett S, Kimura D, Park M, et al. Association of symptoms and convergence and accommodative insufficiency in school-age children. Optometry. (2003) 74:25–34. 6. Pandian A, Sankaridurg P, Naduvilath T, O’Leary D, Sweeney D, Rose K, et al. Accommodative facility in eyes with and without myopia. Invest Ophthalmol Vis Sci. (2006) 47:4725–31. 7. Peter M, Allen W, Charman N, Radhakrishnan H. Changes in dynamics of accommodation after accommodative facility training in myopes and emmetropes. Vision Res. (2010) 50:947–55. 8. O’Leary DJ, Allen PM. Facility of accommodation in myopia. Ophthalmic Physiol Opt. (2001) 21:352–5.