Characterization of eye blink parameters during high and low-dynamic scenes in different video game genres

Purpose Playing videogames involves prolonged screen exposure, potentially leading to ocular discomfort and altered eye blink behavior. However, until date, only action video game genres have been considered for their effects on blink rate and amplitude, compared to non-action video games. This stud...

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Detalles Bibliográficos
Autores: Argilés Sans, Marc|||0000-0001-5474-9832, Cardona Torradeflot, Genís|||0000-0002-4770-8992, Valentino Herrera, Maria Teresa|||0000-0001-9389-8136
Tipo de recurso: artículo
Fecha de publicación:2025
País:España
Institución:Universitat Politècnica de Catalunya (UPC)
Repositorio:UPCommons. Portal del coneixement obert de la UPC
Idioma:inglés
OAI Identifier:oai:upcommons.upc.edu:2117/444017
Acceso en línea:https://hdl.handle.net/2117/444017
https://dx.doi.org/10.1016/j.optom.2025.100584
Access Level:acceso abierto
Palabra clave:Videogame
Blink rate
Blink amplitude
Blink regularity
Cognitive factors
Àrees temàtiques de la UPC::Ciències de la visió
Descripción
Sumario:Purpose Playing videogames involves prolonged screen exposure, potentially leading to ocular discomfort and altered eye blink behavior. However, until date, only action video game genres have been considered for their effects on blink rate and amplitude, compared to non-action video games. This study explored blink rate, amplitude, and regularity across video game genres and the influence of specific in-game scenes on blinking. Methods Twenty casual gamers (mean age 26.2 ± 4.6 years) were enrolled in the study. Blink parameters were recorded using the Pupil Core eye tracker while watching and playing three video games in random order: Call of Duty (Action), Sackboy (Adventure), and FIFA 19 (Sports). Blink rate, amplitude and regularity were analyzed during baseline, gameplay viewing and active play sessions. Blink parameters during high- and low-dynamic in-game scenes were examined. Results Blink rate significantly decreased during both gameplay viewing and active play compared to baseline (p < 0.001). The lowest blink rate was observed in action video games, but differences among genres did not reach statistical significance. No significant differences were found in incomplete blinks across conditions. Blink regularity was significantly different between game genres, with sports games showing the highest irregularity. Participants blinked less frequently during high-dynamic scenes across all genres (p = 0.007). Conclusions Blink rate was similarly reduced in all gameplay situations, although action games had the largest impact on blink irregularity. Incomplete blinks did not differ between genres. Blinks tended to occur less during high-dynamic in-game scenes across videogame genres, with potential implications on ocular discomfort and dryness.