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Abstract(s)
Introdução: Os vídeos jogos constituem-se métodos recreativos populares e acessíveis, com diversas plataformas disponíveis para jogar. Objetivo: investigar o impacto da utilização de vídeo jogos na disfunção do membro superior e da coluna cervical de indivíduos jovens, analisar a prevalência e os fatores de riscos de queixas músculo esqueléticas do membro superior e da coluna cervical, assim como investigar a existência de “distúrbios associados ao jogo” em adolescentes. Metodologia: estudo observacional transversal, que incluíu 177 jogadores de ambos géneros. Foram utilizados o questionário sociodemográfico, o Dutch Handness Questionnaire, o Questionário Nórdico Músculo-esquelético, o Neck disability Index e o Internet Gaming Disorder Scale. Resultado: 61% dos jogadores presentam dor, a sintomatologia dolorosa é mais prevalente em indivíduos do sexo feminino. O uso do telemóvel está associado a maior proporção de sintomatologia dolorosa reportada (p=0,022). A prevalências de sintomas ao nível do pescoço e do punho/mão direito encontram-se associadas com o género feminino (p=0,001; p=0,001 respetivamente) e ao uso da tela de toque do telemóvel (p=0,047; p=0,008 respetivamente). Conclusão: O género e o uso do telemóvel para jogar são fatores de risco na ocorrência de sintomatologia dolorosa e músculo-esquelética.
Introduction: Video games are a popular and an accessible recreational method, with different platforms to play. Objective: to investigate the video games impact on the dysfunction and risk factors of skeletal muscle complaints on the upper limb and cervical spine of young individuals, as well as to investigate the existence of “gaming disorder” in adolescents. Methodology: cross-sectional observational study, in which 177 players of both sexes were included. The sociodemographic questionnaire, the Dutch Handness Questionnaire, the Nordic Musculoskeletal Questionnaire, the Neck disability Index and the Internet Gaming Disorder Scale were used. Result: 61% of the players present pain, painful symptoms are greater in females (72.3%) than males (41.6%). Only the use of the mobile phone is associated with pain (p = 0.022). Prevalence at the level of the neck and the wrist / right hand are associated with sex (p = 0.001; p = 0.001 respectively) and the use of the touch screen mobile phone (p = 0.047; p = 0.008 respectively). Conclusion: Sex and the use of mobile phones to play are risk factors for the occurrence of painful and musculoskeletal symptoms.
Introduction: Video games are a popular and an accessible recreational method, with different platforms to play. Objective: to investigate the video games impact on the dysfunction and risk factors of skeletal muscle complaints on the upper limb and cervical spine of young individuals, as well as to investigate the existence of “gaming disorder” in adolescents. Methodology: cross-sectional observational study, in which 177 players of both sexes were included. The sociodemographic questionnaire, the Dutch Handness Questionnaire, the Nordic Musculoskeletal Questionnaire, the Neck disability Index and the Internet Gaming Disorder Scale were used. Result: 61% of the players present pain, painful symptoms are greater in females (72.3%) than males (41.6%). Only the use of the mobile phone is associated with pain (p = 0.022). Prevalence at the level of the neck and the wrist / right hand are associated with sex (p = 0.001; p = 0.001 respectively) and the use of the touch screen mobile phone (p = 0.047; p = 0.008 respectively). Conclusion: Sex and the use of mobile phones to play are risk factors for the occurrence of painful and musculoskeletal symptoms.
Description
Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciado em Fisioterapia
Keywords
Video-jogo Dor músculo-esquelética Sintomas músculo-esqueléticos Distúrbios de jogo Video game Musculoskeletal pain Musculoskeletal symptoms Game disorders