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Quality in Sport

Digital Eye Strain in Esports Athletes: Blink Suppression, Ocular-Surface Symptoms, and Binocular Vision Findings - A Narrative Review
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  • Digital Eye Strain in Esports Athletes: Blink Suppression, Ocular-Surface Symptoms, and Binocular Vision Findings - A Narrative Review
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Digital Eye Strain in Esports Athletes: Blink Suppression, Ocular-Surface Symptoms, and Binocular Vision Findings - A Narrative Review

Authors

  • Oliwia Dziewięcka A. Falkiewicz Specialist Hospital in Wroclaw, Poland https://orcid.org/0009-0008-7784-1680
  • Wojciech Ziębka A. Falkiewicz Specialist Hospital in Wroclaw, Poland https://orcid.org/0009-0000-6835-6773
  • Julia Mądrzak Faculty of Medicine, Kazimierz Pułaski University of Radom, Radom, Poland https://orcid.org/0009-0007-3387-9225
  • Bartłomiej Markowski Medical University of Lodz, Poland https://orcid.org/0009-0006-2538-9907
  • Magdalena Iwaszko Jan Biziel University Hospital No. 2 in Bydgoszcz, Poland https://orcid.org/0009-0000-6010-5443
  • Julia Stojko Jan Biziel University Hospital No. 2 in Bydgoszcz, Poland https://orcid.org/0009-0000-7724-1599
  • Marcelina Skajewska Jan Biziel University Hospital No.2 in Bydgoszcz, Poland https://orcid.org/0009-0009-5029-192X
  • Wojciech Kwieciński Independent Public Healthcare Centre in Szamotuly, Poland https://orcid.org/0009-0004-2891-6974
  • Julia Kaczmarek Independent Public Healthcare Institution MSWiA in Lodz, Poland https://orcid.org/0009-0006-3781-3066
  • Julia Kujawa St. Vincent de Paul Hospital in Gdynia, Poland https://orcid.org/0009-0003-2502-8552
  • Nela Poznańska Medical University of Lodz, Poland https://orcid.org/0009-0000-0326-7534

DOI:

https://doi.org/10.12775/QS.2026.71.75062

Keywords

digital eye strain, computer vision syndrome, esports, competitive gaming, cular surface, binocular vision

Abstract

Background. Competitive esports requires prolonged near-screen viewing and sustained visual attention, making digital eye strain (DES) clinically relevant to players.

Aim. To synthesize direct evidence from esports and gaming-task studies with clearly labeled indirect evidence on symptoms, blinking, the ocular surface, accommodation, vergence, risk modifiers, clinical assessment, and management.

Material and methods. This focused narrative review integrated publications from 2015 through 1 July 2026, including direct esports and gaming-task studies and clearly identified indirect evidence from other screen-user populations. Interpretation considered study design, population, outcomes, directness, and limitations.

Results. Direct esports and gaming-task studies support acute worsening of symptoms, task-related blink suppression, and selected short-term or cross-sectional differences in near-vision measures. Evidence of chronic ocular disease, irreversible injury, or effects on competitive performance remains insufficient. Symptoms, objective ocular signs, and dry eye disease are distinct outcomes.

Conclusions. Assessment should be symptom-led and should address ocular-surface, refractive, binocular, and ergonomic contributors. Breaks and ergonomic adjustments are reasonable low-risk measures, but blue-light-filtering lenses and the exact 20-20-20 schedule should not be presented as proven treatments.

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Quality in Sport

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Published

2026-09-13

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DZIEWIĘCKA, Oliwia, ZIĘBKA, Wojciech, MĄDRZAK, Julia, MARKOWSKI, Bartłomiej, IWASZKO, Magdalena, STOJKO, Julia, SKAJEWSKA, Marcelina, KWIECIŃSKI, Wojciech, KACZMAREK, Julia, KUJAWA, Julia and POZNAŃSKA, Nela. Digital Eye Strain in Esports Athletes: Blink Suppression, Ocular-Surface Symptoms, and Binocular Vision Findings - A Narrative Review. Quality in Sport. Online. 13 September 2026. Vol. 71, p. 75062. [Accessed 17 September 2026]. DOI 10.12775/QS.2026.71.75062.
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Vol. 71 (2026)

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Copyright (c) 2026 Oliwia Dziewięcka, Wojciech Ziębka, Julia Mądrzak, Bartłomiej Markowski, Magdalena Iwaszko, Julia Stojko, Marcelina Skajewska, Wojciech Kwieciński, Julia Kaczmarek, Julia Kujawa, Nela Poznańska

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