Predictors of Mobile Video Gaming on Musculoskeletal Pain among University Students in Selangor, Malaysia

Q4 Health Professions Revista Pesquisa em Fisioterapia Pub Date : 2021-08-27 DOI:10.17267/2238-2704rpf.v11i3.3916
Jireh Phuah Rong Yao, V. Sundar, Vinodhkumar Ramalingam
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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.
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手机视频游戏对马来西亚雪兰莪大学学生肌肉骨骼疼痛的预测
导读:大学生玩手机视频游戏的人数迅速增加,超过了COVID-19大流行之前的人数。这是非常令人担忧的,因为这可能引发各种问题,如肌肉骨骼疼痛和游戏障碍。目的:本研究旨在确定手机视频游戏对马来西亚雪兰莪大学学生肌肉骨骼疼痛的预测因素。参与者和方法:本研究通过谷歌表格进行在线自我报告在线问卷调查,并发送给马来西亚雪兰莪州的大学生。参与者的游戏成瘾使用十项网络游戏障碍测试(IGDT-10)问卷进行测量,肌肉骨骼疼痛的患病率使用改进的北欧肌肉骨骼问卷(MNMQ)进行评估。数据采用SPSS 25进行分析。采用描述性和二项线性回归检验来预测变量。p < 0.05为统计学显著性,以95%置信区间计算优势比。结果:马来西亚雪兰莪州大学生网络游戏障碍患病率为1.8% (n=3)。颈部(74.2%)是最常报告的肌肉骨骼疼痛的身体区域,其次是肩部(60.7%)、下背部(55.8%)和上背部(50.9%)。身体姿势是手机视频游戏导致下背部肌肉骨骼疼痛的唯一预测因素(p = 0.002)。结论:根据本研究结果,在新冠肺炎疫情封锁期间,大学生网络游戏障碍(IGD)患病率较低,且不存在游戏成瘾。我们还发现,坐着玩手机视频游戏的参与者更有可能患上腰痛。然而,其中一个限制因素可能是在封锁期间长时间坐在虚拟课堂上,这会导致腰痛。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Revista Pesquisa em Fisioterapia
Revista Pesquisa em Fisioterapia Health Professions-Occupational Therapy
CiteScore
0.30
自引率
0.00%
发文量
21
审稿时长
4 weeks
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