Abstract
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 × 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.
Keywords
- Work related upper limb disorder
- Video game
- OHS
- Epidemiology
- Ergonomics
- Stress-Strain
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Acknowledgments
First and foremost, thank you to all participants involved with this research project and without whom the project would be invalid. The advice, leadership, and efforts of Dr. Gunther Paul, the principal supervisor of this research must also be acknowledged. Finally, parents and friends for the support they provided.
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Yap, SS., Paul, G. (2017). Video Gaming and Its Implications on the Epidemiology of Office Work Related Upper Limb Disorders. In: Goossens, R. (eds) Advances in Social & Occupational Ergonomics. Advances in Intelligent Systems and Computing, vol 487. Springer, Cham. https://doi.org/10.1007/978-3-319-41688-5_18
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DOI: https://doi.org/10.1007/978-3-319-41688-5_18
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