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Preditores de videogames para dispositivos móveis na dor do músculo esquelético entre estudantes universitários em Selangor, Malásia / Predictors of Mobile Video Gaming on Musculoskeletal Pain among University Students in Selangor, Malaysia
Yao, Jireh Phuah Rong; Sundar, Viswanath; Ramalingam, Vinodhkumar.
  • Yao, Jireh Phuah Rong; Faculty of Health and Life Science, INTI International University Jalan BBN 12/1, Bandar Baru Nilai, 71800 Nilai. Negeri Sembilan. Negeri Sembilan. MY
  • Sundar, Viswanath; 2Department of Biomechanics, National Sports Institute, Kuala Lumpur Sports City, Bukit Jalil, 57000. Kuala Lumpur. MY
  • Ramalingam, Vinodhkumar; Faculty of Health and Life Science, INTI International University Jalan BBN 12/1, Bandar Baru Nilai, 71800 Nilai. Negeri Sembilan. MY
Rev. Pesqui. Fisioter ; 11(3): 518-527, ago.2021. ilus, tab
Article in English, Portuguese | LILACS | ID: biblio-1292400
RESUMO

OBJETIVOS:

Jogar videogames em dispositivos móveis tem aumentado rapidamente entre estudantes universitários, mais do que antes da pandemia do COVID-19. Isso é muito preocupante, pois pode desencadear vários problemas, como dores musculoesqueléticas e distúrbios de jogo. Vários estudos semelhantes foram realizados em vários países, mas limitados na Malásia. O presente estudo tem como objetivo investigar o efeito dos videogames móveis na dor musculoesquelética entre estudantes universitários em Selangor, Malásia. PARTICIPANTES E

MÉTODOS:

Este estudo foi conduzido online usando um questionário online auto-relatado por meio do Formulário Google e enviado a estudantes universitários em Selangor, Malásia. O vício em jogos dos participantes foi medido por meio do questionário Ten Item Internet Gaming Disorder test (IGDT-10) e a prevalência de dor musculoesquelética foi avaliada pelo Modified Nordic Musculoskeletal Questionnaire (MNMQ).

RESULTADOS:

A prevalência de Transtorno de Jogos na Internet entre estudantes universitários em Selangor, Malásia, é de 1,8% (n = 3). A região do pescoço (74,2%) foi a região do corpo mais comumente relatada com dor musculoesquelética, seguida pela região dos ombros (60,7%), região lombar (55,8%) e região superior das costas (50,9%). Houve associação significativa entre a posição corporal durante o videogame móvel (p = 0,002) e a dor musculoesquelética na região lombar.

CONCLUSÃO:

De acordo com os resultados deste estudo, a prevalência de Transtorno de Jogos na Internet entre estudantes universitários era baixa e não viciados em jogos no bloqueio Covid-19. Também descobrimos que os participantes que se sentaram enquanto jogavam videogames para celular tinham maior probabilidade de desenvolver dor lombar.
ABSTRACT

INTRODUCTION:

Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders.

OBJECTIVES:

The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND

METHODS:

This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%.

RESULTS:

The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region.

CONCLUSION:

According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.
Subject(s)


Full text: Available Index: LILACS (Americas) Main subject: Students / Video Games / Musculoskeletal Pain Type of study: Observational study / Prevalence study / Prognostic study / Risk factors Limits: Adult / Female / Humans / Male Country/Region as subject: Asia Language: English / Portuguese Journal: Rev. Pesqui. Fisioter Journal subject: Farmacologia / Terapˆutica / Toxicologia Year: 2021 Type: Article Affiliation country: Malaysia Institution/Affiliation country: 2Department of Biomechanics, National Sports Institute, Kuala Lumpur Sports City, Bukit Jalil, 57000/MY / 1, Bandar Baru Nilai, 71800 Nilai+MY / 1, Bandar Baru Nilai, 71800 Nilai. Negeri Sembilan+MY

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Full text: Available Index: LILACS (Americas) Main subject: Students / Video Games / Musculoskeletal Pain Type of study: Observational study / Prevalence study / Prognostic study / Risk factors Limits: Adult / Female / Humans / Male Country/Region as subject: Asia Language: English / Portuguese Journal: Rev. Pesqui. Fisioter Journal subject: Farmacologia / Terapˆutica / Toxicologia Year: 2021 Type: Article Affiliation country: Malaysia Institution/Affiliation country: 2Department of Biomechanics, National Sports Institute, Kuala Lumpur Sports City, Bukit Jalil, 57000/MY / 1, Bandar Baru Nilai, 71800 Nilai+MY / 1, Bandar Baru Nilai, 71800 Nilai. Negeri Sembilan+MY