Predicción del Síndrome Informático Visual mediante la adicción a videojuegos en estudiantes chinos y españoles
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Publication date
2022
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Universidad de Ciencias Médicas de La Habana, Cuba
Citation
Luis-Lucio, L. R., MarÍa, Á. M. S., Pilar, H. Z., Rafael, F. M. C., & Ricardo, B. V. (2022). Predicción del síndrome informático visual mediante la adicción a videojuegos en estudiantes chinos y españoles. Revista Habanera De Ciencias Médicas, 21(5).
Abstract
El uso de los videojuegos, por la extensión que ha llegado a alcanzar durante la pandemia de la COVID-19, es una variable relevante de estudio, especialmente por sus interacciones con aspectos de la salud mental y visual.
Objetivo: predecir el nivel de Síndrome informático visual a partir de un índice optimizado sobre el nivel de adicción en estudiantes universitarios de dos poblaciones: española y china.
Material y Métodos: Se administró un cuestionario online con tres instrumentos validados: un cuestionario para evaluar el juego con videojuegos (CHCVI), un cuestionario para evaluar la adicción a los videojuegos (CERV) y un cuestionario para detectar el síndrome visual por ordenador (CSQ). Los tres cuestionarios se aplicaron a una muestra de 253 estudiantes, tanto de universidades chinas como españolas. Para establecer las predicciones, se construyeron índices robustos basados en el análisis factorial de los instrumentos administrados. Finalmente, se aplicó una regresión logística para obtener un modelo matemático útil para predecir el Síndrome Informático Visual.
Resultados: Los resultados mostraron un mayor síndrome informático visual y apetito por los videojuegos en los estudiantes españoles, y menores puntuaciones de síndrome informático visual pero una mayor alteración de la vida cotidiana en los estudiantes chinos debido a este tipo de ocio. Además, se comprobó que los estudiantes de la muestra china tenían un menor riesgo de padecer el síndrome informático visual, y que tener mayores niveles de
adicción implicaba 1,4 veces más probabilidades de sufrir dicho síndrome.
Conclusiones: Los presentes hallazgos demuestran una relación hasta ahora inexplorada entre la adicción a los videojuegos y los síntomas visuales relacionados con el abuso del ocio electrónico.
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 visión 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 síndrome 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.
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 visión 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 síndrome 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.