EconPapers    
Economics at your fingertips  
 

Impact of prolonged screen use on the visual health of young adults

Valentin Blasioli and Mariela Baleiron

Gamification and Augmented Reality, 2024, vol. 2, 24

Abstract: Introduction: In the current digital context, prolonged screen use has become common practice among young working adults. This constant exposure has led to a significant increase in the appearance of Computer Visual Syndrome (CVS), a condition characterized by visual, ocular and extraocular symptoms such as dry eyes, blurred vision, burning, headache and neck pain. Concerns about the possible harmful effects of blue light have also led to hypotheses about its long-term impact on visual health, especially in relation to macular degeneration. Methods: The study addressed the prevalence of CVS in adults aged between 18 and 40 who were exposed to screen devices for more than six hours a day. It analyzed factors such as exposure time, ergonomic conditions in the work environment, blinking frequency and the influence of blue light. A literature review was used to compare previous findings and the use of the CVS-Q questionnaire was evaluated as a diagnostic tool. Conclusions: It was concluded that VDU work significantly affected the study population, with prolonged screen time, poor ergonomics and reduced blinking being the main associated factors. Although no conclusive evidence was found on the permanent effects of blue light, it was recommended that further research into its possible cumulative toxicity be conducted. The study highlighted the need to implement preventive measures, such as active breaks, eye lubricants and ergonomic adjustments, to preserve visual health and optimize work performance.

Date: 2024
References: Add references at CitEc
Citations:

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:dbk:gammif:v:2:y:2024:i::p:24:id:24

DOI: 10.56294/gr202424

Access Statistics for this article

More articles in Gamification and Augmented Reality from AG Editor
Bibliographic data for series maintained by Javier Gonzalez-Argote ().

 
Page updated 2025-09-21
Handle: RePEc:dbk:gammif:v:2:y:2024:i::p:24:id:24