Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use

Detalhes bibliográficos
Autor(a) principal: Silva,Georgia Rodrigues Reis
Data de Publicação: 2016
Outros Autores: Pitangui,Ana Carolina Rodarti, Xavier,Michele Katherine Andrade, Correia-Júnior,Marco Aurélio Valois, Araújo,Rodrigo Cappato De
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Jornal de Pediatria (Online)
Texto Completo: http://old.scielo.br/scielo.php?script=sci_arttext&pid=S0021-75572016000200188
Resumo: Abstract Objective: This study investigated the presence of musculoskeletal symptoms in high school adolescents from public schools and its association with electronic device use. Methods: The sample consisted of 961 boys and girls aged 14–19 years who answered a questionnaire regarding the use of computers and electronic games, and questions about pain symptoms and physical activity. Furthermore, anthropometric assessments of all volunteers were performed. The chi-squared test and a multiple logistic regression model were used for the inferential analysis. Results: The presence of musculoskeletal pain symptoms was reported by 65.1% of the adolescents, being more prevalent in the thoracolumbar spine (46.9%), followed by pain in the upper limbs, representing 20% of complaints. The mean time of use for computers and electronic games was 1.720 and 583 minutes per week, respectively. The excessive use of electronic devices was demonstrated to be a risk factor for cervical and lumbar pain. Female gender was associated with the presence of pain in different body parts. Presence of a paid job was associated with cervical pain. Conclusion: A high prevalence of musculoskeletal pain in adolescents, as well as an increased amount of time using digital devices was observed. However, it was only possible to observe an association between the increased use of these devices and the presence of cervical and low back pain.
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spelling Prevalence of musculoskeletal pain in adolescents and association with computer and videogame useMusculoskeletal painAdolescentComputer systemsVideo gamesAbstract Objective: This study investigated the presence of musculoskeletal symptoms in high school adolescents from public schools and its association with electronic device use. Methods: The sample consisted of 961 boys and girls aged 14–19 years who answered a questionnaire regarding the use of computers and electronic games, and questions about pain symptoms and physical activity. Furthermore, anthropometric assessments of all volunteers were performed. The chi-squared test and a multiple logistic regression model were used for the inferential analysis. Results: The presence of musculoskeletal pain symptoms was reported by 65.1% of the adolescents, being more prevalent in the thoracolumbar spine (46.9%), followed by pain in the upper limbs, representing 20% of complaints. The mean time of use for computers and electronic games was 1.720 and 583 minutes per week, respectively. The excessive use of electronic devices was demonstrated to be a risk factor for cervical and lumbar pain. Female gender was associated with the presence of pain in different body parts. Presence of a paid job was associated with cervical pain. Conclusion: A high prevalence of musculoskeletal pain in adolescents, as well as an increased amount of time using digital devices was observed. However, it was only possible to observe an association between the increased use of these devices and the presence of cervical and low back pain.Sociedade Brasileira de Pediatria2016-04-01info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersiontext/htmlhttp://old.scielo.br/scielo.php?script=sci_arttext&pid=S0021-75572016000200188Jornal de Pediatria v.92 n.2 2016reponame:Jornal de Pediatria (Online)instname:Sociedade Brasileira de Pediatria (SBP)instacron:SBPE10.1016/j.jped.2015.06.006info:eu-repo/semantics/openAccessSilva,Georgia Rodrigues ReisPitangui,Ana Carolina RodartiXavier,Michele Katherine AndradeCorreia-Júnior,Marco Aurélio ValoisAraújo,Rodrigo Cappato Deeng2016-04-19T00:00:00Zoai:scielo:S0021-75572016000200188Revistahttp://www.jped.com.br/https://old.scielo.br/oai/scielo-oai.php||jped@jped.com.br1678-47820021-7557opendoar:2016-04-19T00:00Jornal de Pediatria (Online) - Sociedade Brasileira de Pediatria (SBP)false
dc.title.none.fl_str_mv Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
title Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
spellingShingle Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
Silva,Georgia Rodrigues Reis
Musculoskeletal pain
Adolescent
Computer systems
Video games
title_short Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
title_full Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
title_fullStr Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
title_full_unstemmed Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
title_sort Prevalence of musculoskeletal pain in adolescents and association with computer and videogame use
author Silva,Georgia Rodrigues Reis
author_facet Silva,Georgia Rodrigues Reis
Pitangui,Ana Carolina Rodarti
Xavier,Michele Katherine Andrade
Correia-Júnior,Marco Aurélio Valois
Araújo,Rodrigo Cappato De
author_role author
author2 Pitangui,Ana Carolina Rodarti
Xavier,Michele Katherine Andrade
Correia-Júnior,Marco Aurélio Valois
Araújo,Rodrigo Cappato De
author2_role author
author
author
author
dc.contributor.author.fl_str_mv Silva,Georgia Rodrigues Reis
Pitangui,Ana Carolina Rodarti
Xavier,Michele Katherine Andrade
Correia-Júnior,Marco Aurélio Valois
Araújo,Rodrigo Cappato De
dc.subject.por.fl_str_mv Musculoskeletal pain
Adolescent
Computer systems
Video games
topic Musculoskeletal pain
Adolescent
Computer systems
Video games
description Abstract Objective: This study investigated the presence of musculoskeletal symptoms in high school adolescents from public schools and its association with electronic device use. Methods: The sample consisted of 961 boys and girls aged 14–19 years who answered a questionnaire regarding the use of computers and electronic games, and questions about pain symptoms and physical activity. Furthermore, anthropometric assessments of all volunteers were performed. The chi-squared test and a multiple logistic regression model were used for the inferential analysis. Results: The presence of musculoskeletal pain symptoms was reported by 65.1% of the adolescents, being more prevalent in the thoracolumbar spine (46.9%), followed by pain in the upper limbs, representing 20% of complaints. The mean time of use for computers and electronic games was 1.720 and 583 minutes per week, respectively. The excessive use of electronic devices was demonstrated to be a risk factor for cervical and lumbar pain. Female gender was associated with the presence of pain in different body parts. Presence of a paid job was associated with cervical pain. Conclusion: A high prevalence of musculoskeletal pain in adolescents, as well as an increased amount of time using digital devices was observed. However, it was only possible to observe an association between the increased use of these devices and the presence of cervical and low back pain.
publishDate 2016
dc.date.none.fl_str_mv 2016-04-01
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dc.language.iso.fl_str_mv eng
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dc.relation.none.fl_str_mv 10.1016/j.jped.2015.06.006
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dc.publisher.none.fl_str_mv Sociedade Brasileira de Pediatria
publisher.none.fl_str_mv Sociedade Brasileira de Pediatria
dc.source.none.fl_str_mv Jornal de Pediatria v.92 n.2 2016
reponame:Jornal de Pediatria (Online)
instname:Sociedade Brasileira de Pediatria (SBP)
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