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Video gaming on smartphone and clinical profile of children with strabismus

Anupam Singh, Omna Chawla, Rupal Verma, Vartika Saxena, Ranjeeta Kumari, Srishti Sharma, Barun Kumar.




Abstract

Background: Smartphones for video gaming are a widespread leisure activity. The scientific studies in this area have focused on diverse correlates. Some have emphasized the benefits, and others have been intrigued by its dangerous effects on health and vision. However, there is a lack of literature on strabismus children using smartphones for video gaming.

Aims and Objectives: We aimed to explore the relationship between video gaming and the type of strabismus in children already suffering from strabismus.

Materials and Methods: The use of smartphones for video gaming was analyzed in 92 participants aged 4–10 years who presented with strabismus. The patients with ≥15 Prism Dioptre (PD) of deviation on the prism bar cover test were included for analysis. Data were analyzed for association with the time spent on smartphones in association with the magnitude and type of deviation.

Results: The mean age of the study population was 6.47 ± 2.24 (Range = 4–10 years), where 43 (46.7%) were esotropes, and 39 (42.4%) were exotropes. Smartphone usage of more than 2 h was observed in (37) 40% of patients. Out of which 10 (27%) had esotropia, 22 (59.5%) had exotropia, and 5 (13.5%) had combined deviation (P = 0.010, Fisher’s exact test). There was a statistically significant relationship between more than 2 h of video gaming on smartphone and exotropia.

Conclusion: The guarded use of smartphones may have a significant role in the management of patients with strabismus.

Key words: Videogaming; Smartphone Use; Children; Strabismus; Exotropia; Esotropia






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