Cervical kinematic and muscle activity during electronic game playing and their association with musculoskeletal discomforts

Physiotherapy ◽  
2015 ◽  
Vol 101 ◽  
pp. e912-e913
Author(s):  
D. Lui ◽  
G. Szeto ◽  
A. Jones
2009 ◽  
Vol 25 (8) ◽  
pp. 713-728 ◽  
Author(s):  
L. Straker ◽  
C. Pollock ◽  
J. Piek ◽  
R. Abbott ◽  
R. Skoss ◽  
...  

PLoS ONE ◽  
2020 ◽  
Vol 15 (11) ◽  
pp. e0241887
Author(s):  
Arthur Chortatos ◽  
Sigrun Henjum ◽  
Liv Elin Torheim ◽  
Laura Terragni ◽  
Mekdes K. Gebremariam

Background Literature focusing on the association between sedentary behaviours and physical activity has provided equivocal results and has been dominated by TV viewing as the indicator of sedentary behaviour. There is a need for more studies exploring the association between contemporary screen activities and physical activity among youth. Methods A cross-sectional study including 742 adolescents was conducted in 2016. Data were collected at school through an online questionnaire. Regression analyses were used to explore the association between different screen-based sedentary behaviours and participation in physical activity. Results The results showed that those with lower (vs higher) time spent on TV/movie streaming and electronic game playing both on weekdays and weekend days had significantly higher odds of participating in physical activity. There were no significant associations between socializing/surfing online both on weekdays and weekend days and physical activity in adjusted models. Conclusions TV/movie streaming and electronic game playing during both weekdays and weekend days were significantly inversely related with participating in physical activity. Initiatives aimed at reducing screen-based sedentary activities might result in favourable effects on physical activity levels among adolescents.


1999 ◽  
Vol 85 (3) ◽  
pp. 883-888 ◽  
Author(s):  
Jeanne Funk ◽  
Jill Hagan ◽  
Jackie Schimming

Despite the popularity of violent electronic games, anecdotal evidence suggests that many parents lack even basic information about children's game-playing habits. The goal of the present study was to examine parental knowledge of children's electronic game-playing habits by assessing the congruence between children's and parents' perceptions of child's playing time, parental supervision, game preference, and reaction to actual game-playing. 35 children in Grades 3 to 5 and one parent of each child completed a background questionnaire and played either a violent or nonviolent electronic game. In paired comparisons, parents reported significantly higher estimates of supervision time than children. Most parents either named an incorrect game or were not able to guess their child's favorite game. In 70% of these incorrect matches, children described their favorite game as violent. Parents may underestimate their child's exposure to violence in electronic games. After playing the same electronic game as part of the study, parents reported significantly higher frustration than children. Higher frustration with game-playing could contribute to deficits in parental knowledge of children's playing habits.


2008 ◽  
pp. 496-501
Author(s):  
Jemma Coleman ◽  
Jan Piek ◽  
Clare Pollock ◽  
Rebecca Abbott ◽  
Leon Straker
Keyword(s):  

2002 ◽  
Vol 16 (2) ◽  
pp. 92-96
Author(s):  
Tiina Ritvanen ◽  
Reijo Koskelo ◽  
Osmo H„nninen

Abstract This study follows muscle activity in three different learning sessions (computer, language laboratory, and normal classroom) while students were studying foreign languages. Myoelectric activity was measured in 21 high school students (10 girls, 11 boys, age range 17-20 years) by surface electromyography (sEMG) from the upper trapezius and frontalis muscles during three 45-min sessions. Root mean square (RMS) average from both investigated muscles was calculated. The EMG activity was highest in both muscle groups in the computer-aided session and lowest in the language laboratory. The girls had higher EMG activity in both investigated muscle groups in all three learning situations. The measured blood pressure was highest at the beginning of the sessions, decreased within 10 min, but increased again toward the end of the sessions. Our results indicate that the use of a computer as a teaching-aid evokes more constant muscle activity than the traditional learning situations. Since muscle tension can have adverse health consequences, more research is needed to determine optimal classroom conditions, especially when technical aids are used in teaching.


2012 ◽  
Author(s):  
Ehsan Rashedi ◽  
Bochen Jia ◽  
Maury A. Nussbaum ◽  
Thurmon E. Lockhart

2003 ◽  
Author(s):  
Naomi F. Glasscock ◽  
Gary A. Mirka ◽  
Carolyn M. Sommerich ◽  
Katherine W. Klein

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