Increasing popularity of virtual reality (VR) gaming is causing increased concern, as prolonged use induces visual adaptation effects which disturbs normal vision. Effects of VR gaming on accommodation and convergence of young adults by measuring accommodative response and phoria before and after experiencing virtual reality were measured. An increase in accommodative response and a decrease in convergence was observed after immersion in VR games. It was found that visual symptoms were apparent among the subjects post VR exposure.
Since their rapid introduction into the workplace visual display terminals (VDT's) have been the source of a number of studies aimed at detecting effects on office workers. The published studies have been either short-term or cross-sectional, with one exception. The results have shown varying degrees of relation but by not having a comparable control group all have been limited in their value. We set out to monitor at regular intervals over a 2-year period specific visual functions that have been reported to be affected by VDT usage, and to compare VDT and non-VDT users in the same office environment. By assessing the VDT operators from the time the systems were introduced we have an accurate baseline to work from when assessing change due to the introduction of the VDT.
An on-site comparative study was carried out on the effects of video display terminal (VDT) and non-VDT work on visual functions in two working populations in the same office environment. Both continuous VDT usage in a training situation over a few days and intermittent VDT usage in a normal working situation were assessed and particular attention paid to their effects on the refractive error of different refractive groups and for different age populations. Other visual functions measured were visual acuity (VA), accommodation, and convergence. Results show that VDT work does not have a significantly greater effect on visual function than non-VDT work.