Video Gaming and Its Implications on the Epidemiology of Office Work Related Upper Limb Disorders

被引:1
|
作者
Yap, Shao-Sean [1 ]
Paul, Gunther [1 ]
机构
[1] Queensland Univ Technol, O Block,D Wing,Level 7,D722, Brisbane, Qld, Australia
来源
ADVANCES IN SOCIAL & OCCUPATIONAL ERGONOMICS | 2017年 / 487卷
关键词
Work related upper limb disorder; Video game; OHS; Epidemiology; Ergonomics; Stress-Strain; MUSCULOSKELETAL SYMPTOMS; COMPUTER; ADOLESCENTS; PAIN;
D O I
10.1007/978-3-319-41688-5_18
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Work-related upper limb disorders (WRULD) is noted in instances of excessive video gaming. This research aims to identify the plausibility of video gaming as a confounding factor in WRULD epidemiology. A questionnaire was deployed to 327 participants to measure gaming behaviour and pain on a dichotomous scale. 2 x 2 Pearson Chi-square cross tabulation was utilised for statistical analysis of all pain-related variables. Analyses indicated that gaming impacts on office-work pain in most circumstances, and must thus be considered a confounder. 66.36 % of office-working participants play video games, and this number is expected to increase. 63.3 % office-workers indicated ergonomically designed workplaces; 19.8 % of video gamers indicated ergonomically designed gaming areas. Finally, 68.2 % of video gaming office-workers indicated that they play video games for more than 3 h per day, without rest breaks or pauses. Preliminary findings indicate that further research is warranted for purposes of identifying the relationships in more detail.
引用
收藏
页码:201 / 213
页数:13
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