Abstract
Purpose :
This study was conducted to assess differences in oculomotor characteristics of high and low skill level video game players as it has been suggested that the efficiency saccadic eye movements is enhanced with video game play.
Methods :
Forty-six collegiate video game players (41 male, 5 female) participated in a combine event in which the game Overwatch was played competitively. Participants consented to complete various tests and questionnaires before and after playing in the competition, including oculomotor testing using a RightEye Vision System, and answering questions about their playtime (hours per week) and skill level in the game. Dynamic visual acuity reaction time, dynamic visual acuity speed, reaction time processing speed, overall reaction time, reaction time saccadic latency, horizontal saccade efficiency, and vertical saccade efficiency from the RightEye was compared for the high skill (Diamond level or higher) and low skill players with a student t test. Oculomotor data were also compared to playtime using linear regression. calculated. Visual acuity and ocular health was assessed at all visits.
Results :
Twelve participants were classified as high skilled and 34 were low skilled players in Overwatch. There were no statistical differences (P>0.05) when comparing distance visual acuity reaction time, reaction time processing speed, overall reaction time, reaction time saccadic latency, or horizontal saccade efficiency for the high and low skill levels. Dynamic visual acuity speed was 81.5mph in the high skill group and 82.0 in the low skill group, which was significantly different (P=0.01). These values are at or close to the maximum tested velocity (82mph). Vertical saccade efficiency, the distance of the eye from the ideal path, was 8.1mm in the high skill group and 6.58mm in the low skill group, (P=0.047). Regression analyses found no significant correlations between any of the oculomotor tests and the amount of playtime per week.
Conclusions :
Most of the oculomotor skills tested in this study were not related to skill level or the amount of playtime per week in these college video game players.
This abstract was presented at the 2022 ARVO Annual Meeting, held in Denver, CO, May 1-4, 2022, and virtually.