Predicción del Síndrome Informático Visual mediante la adicción a videojuegos en estudiantes chinos y españoles
- Lobato Rincón, Luis- Lucio 1
- Medina Sánchez, Maria Ángeles 1
- Huerta Zavala, Pilar 3
- Matos Cámara, Rafael Fabricio 2
- Bernárdez Vilaboa, Ricardo 1
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1
Universidad Complutense de Madrid
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2
Universidad Pedagógica Nacional
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3
Universidad de Burgos
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ISSN: 1729-519X
Year of publication: 2023
Volume: 21
Issue: 5
Pages: e4853
Type: Article
More publications in: Revista Habanera de Ciencias Médicas
Metrics
SCImago Journal Rank
(Indicator corresponding to the last year available on this portal, year 2022)- Year 2022
- SJR Journal Impact: 0.145
- Best Quartile: Q4
- Area: Health Policy Quartile: Q4 Rank in area: 248/281
- Area: Public Health, Environmental and Occupational Health Quartile: Q4 Rank in area: 545/612
Scopus CiteScore
(Indicator corresponding to the last year available on this portal, year 2022)- Year 2022
- CiteScore of the Journal : 1.0
- Area: Health Policy Percentile: 25
- Area: Public Health, Environmental and Occupational Health Percentile: 22
Abstract
Introduction: The use of video games, due to the extent that it has reached during the COVID-19 pandemic, is a relevant study variable especially because of its interactions with aspects of mental and visual health. Objective: to predict the occurrence of computer vision syndrome according to the level of addiction to video games in university undergraduates during a particular period of uncertainty due to health and mobility restrictions imposed by governments as a result of the COVID-19 pandemic. Material and Methods: To accomplish this objective, an online questionnaire was administered with three validated instruments: a questionnaire to assess playing video games (CHCVI), a questionnaire to evaluate video games addiction (CERV), and a questionnaire to detect computer vision syndrome (CSQ). The three questionnaires were applied to a sample of 253 students from both Chinese and Spanish universities. To establish the predictions, robust indexes were constructed based on the Factor Analysis of the instruments administered. Finally, logistic regression was applied to predict computer vision syndrome. Results: The results showed greater computer vision syndrome and appetite for video games in Spanish students, and lower computer vision syndrome scores but a greater alteration of daily life in chinese students due to this type of leisure. Moreover, it was found that students from the Chinese sample entailed a lower risk of suffering from computer vision syndrome, and that having higher levels of addiction involved 1,4 times more likelihood of suffering from such syndrome. Conclusions: The present findings demonstrate a previously unexplored relationship between video games addiction and visual symptoms related to screen exposure.