Glaucoma is a major cause of global incidences of blindness, ranking second only to cataracts as
a cause of blindness worldwide, and remains the leading contributor to irreversible blindness.
Elevated intraocular pressure (IOP) plays a central role in glaucoma pathogenesis. Evidence
suggests that both smartphones and computer screens transiently elevate IOP. As the adoption of
extended reality (XR) devices—such as virtual reality (VR), and mixed reality (MR)—grows,
understanding their impact on IOP becomes paramount for effective glaucoma management and
prevention. Investigating whether prolonged screen and XR use contributes to elevated IOP
clarifies their potential as risk factors for glaucoma development or exacerbation of symptoms and
vision loss.
A comprehensive literature search was performed about the use of various types of screens and IOP using Pubmed, Cochrane, Scopus and Google Scholar. We retrieved literature using the following terms to generate searches in the previous databases: Intraocular pressure, IOP, Ocular Hypertension, Ocular Hypotension, Ocular Perfusion Pressure, Smartphone, Cellphone, Computer, Computer Vision Syndrome, Computer Screen, Virtual Reality, Extended Reality. Relevant research to the use of screens effecting IOP were selected for. No studies earlier than 2019 were found or used.
Both healthy individuals and those with glaucoma exhibit increased IOP during computer and smartphone use, whether for reading, writing, or watching movies. IOP’s taken before and after 25 minutes of cell phone use show an increase from 13.7 ± 1.8 mmHg to 17.0 ± 1.7 mmHg respectively, a significant increase. Intriguingly, VR appears to have a different impact. Studies suggests that watching movies in VR has minimal effect on IOP and may even reduce it, with an average IOP of 16.18 ± 2.13 and 16.24 ± 2.29 mmHg, respectively, before using VR glasses and a statistically significant 14.14 ± 2.16 and 14.18 ± 2.17 mmHg, respectively, after using VR glasses.
The evidence consistently points to elevated IOP during traditional screen use, including computers and smartphones. Yet, the impact of XR devices introduces intriguing nuances of no increase or even decreases in IOP. These findings emphasize the need for further research to unravel the mechanisms governing IOP fluctuations during screen-based activities. Such insights will guide strategies to mitigate potential risks associated with prolonged screen and XR device usage, particularly for individuals at risk for or living with glaucoma.
A comprehensive literature search was performed about the use of various types of screens and IOP using Pubmed, Cochrane, Scopus and Google Scholar. We retrieved literature using the following terms to generate searches in the previous databases: Intraocular pressure, IOP, Ocular Hypertension, Ocular Hypotension, Ocular Perfusion Pressure, Smartphone, Cellphone, Computer, Computer Vision Syndrome, Computer Screen, Virtual Reality, Extended Reality. Relevant research to the use of screens effecting IOP were selected for. No studies earlier than 2019 were found or used.
Both healthy individuals and those with glaucoma exhibit increased IOP during computer and smartphone use, whether for reading, writing, or watching movies. IOP’s taken before and after 25 minutes of cell phone use show an increase from 13.7 ± 1.8 mmHg to 17.0 ± 1.7 mmHg respectively, a significant increase. Intriguingly, VR appears to have a different impact. Studies suggests that watching movies in VR has minimal effect on IOP and may even reduce it, with an average IOP of 16.18 ± 2.13 and 16.24 ± 2.29 mmHg, respectively, before using VR glasses and a statistically significant 14.14 ± 2.16 and 14.18 ± 2.17 mmHg, respectively, after using VR glasses.
The evidence consistently points to elevated IOP during traditional screen use, including computers and smartphones. Yet, the impact of XR devices introduces intriguing nuances of no increase or even decreases in IOP. These findings emphasize the need for further research to unravel the mechanisms governing IOP fluctuations during screen-based activities. Such insights will guide strategies to mitigate potential risks associated with prolonged screen and XR device usage, particularly for individuals at risk for or living with glaucoma.