PREVALENCE AND ASSOCIATION OF LOW BACK PAIN IN ADOLESCENTS DUE TO GAMING
Abstract
Objective: The aim of this study is to evaluate the risk of low back pain in adolescent gamers.
Methodology: It was a cross sectional observational study. Data were collected from adolescent professional mobile gamers. Study was completed within 6 months. Sample was collected by non-probability convenient sampling technique. Inclusion criteria was: ages between 14-19 years, both males and females, professional mobile gamers and duration > 8 hours. A Performa with validated questionnaire; Oswestry Low Back Pain scale was used
Results: Out of 100 participants mean age was 20 with S. D± 21.10914. 70 were males and 30 were females. 10 participants were those who had no pain, 26 with mild pain, 36 with moderate pain, 20 with fairly severe pain and 8 were with severe pain. 27 were those who were able to look self-normal, 30 were able to look self-normal but caused extra pain, 27 were painfully slow and careful. 11 needed some help but manage most of their personal care and 5 needed help every day in most aspects of self-care.
Conclusion: The outcomes showed a high predominance of musculoskeletal agony and a high measure of time spent utilizing electronic gadgets. There is an association between mobile games and oswestry low back pain questionnaire. (P-value .004)
Copyright (c) 2022 Pakistan Journal of Physical Therapy (PJPT)
This work is licensed under a Creative Commons Attribution 4.0 International License.