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1.
Ergonomics ; : 1-18, 2024 Feb 15.
Article in English | MEDLINE | ID: mdl-38357908

ABSTRACT

Remote e-working with information and communication technology (ICT) has long been on the rise, with its implementation accelerated by mandatory working from home regulations during the COVID-19 pandemic. This systematic literature review summarises the influencing factors of ICT-based remote e-working (device types, duration of use, user interfaces, etc.) on the physical health (musculoskeletal system and eyes) of knowledge workers. A search in four electronic databases and a manual search in four German journals resulted in 21 articles being included in this review. A bias analysis was conducted for all articles. Unfavourable postures, inappropriate working devices and certain environmental factors may cause a range of physical complaints, even after comparably short periods of time. Mostly, these complaints are greater compared to those experienced when working on a fully equipped stationary computer. Therefore, remote e-working requires careful planning, awareness, and the willingness to embrace working situations that counteract these problems.


Different factors associated with remote e-working may influence physical health. This systematic literature review found that unfavourable postures, inappropriate working devices and certain environmental factors may cause physical complaints, even after short periods of time. Mostly, these complaints are greater compared to those experienced when working on a stationary computer.

2.
BMC Musculoskelet Disord ; 23(1): 678, 2022 Jul 16.
Article in English | MEDLINE | ID: mdl-35842605

ABSTRACT

BACKGROUND: Video gaming is a recreational activity with yearly increasing popularity. It is mostly a sedentary behavior combined with repetitive movements of the upper limbs. If performed excessively, these movements may promote strain injuries and a sedentary lifestyle is one of the contributing factors to musculoskeletal disorders. Therefore, a systematic review was conducted to evaluate if video gaming negatively affects the musculoskeletal system of video gamers. METHODS: PubMed, Web of Science and The Cochrane Library were systematically searched in order to identify relevant peer reviewed original articles in English published between 2000 and 2021. The Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) method was used for the analysis. Studies were included when they contained investigations of changes of the musculoskeletal system due to video gaming in healthy individuals. Studies with participants older than 60 years or solely psychological, social or cardiovascular outcomes were excluded. An adapted version of the Newcastle-Ottawa Scale was used for the risk of bias analysis. RESULTS: Sixteen observational studies involving a total of 62,987 participants met the inclusion criteria. A majority (11) of the studies reported statistical negative musculoskeletal changes due to video game playtime. Four studies did not report changes and one study found no effect of video game playtime on the musculoskeletal system. Out of the eleven studies, which demonstrated a negative impact of video game playtime on the musculoskeletal system, the most reported painful body parts were the neck (n = 4), shoulder (n = 4) and back (n = 3). Ten studies reported odds ratios (OR) for the dependence of the appearance of musculoskeletal disorders on video game playtime. In eight studies OR were significantly increased (1.3-5.2). CONCLUSION: Eleven out of twelve studies demonstrated a negative impact of video game playtime on the musculoskeletal system. In particular, excessive video game playtimes (> 3 h/day) seemed to be a predictor for the appearance of musculoskeletal disorders. Due to their great popularity across multiple generations, specific and tailored prevention and health promotion programs for video gamers need to be developed to counteract this important public health issue.


Subject(s)
Musculoskeletal Diseases , Video Games , Humans , Musculoskeletal Diseases/diagnosis , Musculoskeletal Diseases/epidemiology , Musculoskeletal Diseases/etiology , Sedentary Behavior , Upper Extremity , Video Games/adverse effects
3.
Appl Ergon ; 102: 103722, 2022 Jul.
Article in English | MEDLINE | ID: mdl-35240359

ABSTRACT

The psychological refractory period (PRP) effect denotes the finding that shortening the temporal interval between two tasks leads to increased reaction time in the second task. Earlier work in driving simulators confirmed the emergence of a PRP effect even if the second task (T2) was ecologically relevant, such as in a car-braking task. Here we evaluate the PRP effect if the first task (T1) is ecologically relevant as well. In a driving simulator, participants had to warn pedestrians against crossing the street (T1), and had to brake when the lead car braked (T2). As the temporal interval between tasks decreased, reaction time in T2 increased, confirming once more the emergence of a PRP effect. The PRP effect in our study was larger than in previous studies where T1 was artificial rather than ecologically relevant. This suggests that an ecologically relevant T1 is processed more elaborately, resulting in stronger interference with T2.


Subject(s)
Automobile Driving , Pedestrians , Automobile Driving/psychology , Automobiles , Humans , Reaction Time , Refractory Period, Psychological
4.
Front Sports Act Living ; 4: 665604, 2022.
Article in English | MEDLINE | ID: mdl-35237752

ABSTRACT

The popularity of video gaming and eSports is increasing rapidly. However, most research focuses on the economical features and psychological consequences of gaming and only little is known about the health behavior of the players. Therefore, this study is a follow-up of the eSports Study 2019 and further investigates the health and health behavior of video game and eSports players in Germany. This cross-sectional study, conducted between April and September 2019, includes 1038 players (91.2% male; 23.0 ± 5.4 years; body mass index: 24.8 ± 5.0 kg/m2) who provided data regarding their health status, physical activity, sleep, media consumption, stress and wellbeing via a web-based survey. Descriptive statistics were performed on all questions. Linear regressions were used to examine the relation between media consumption, wellbeing and stress. Almost all respondents classified their health status as "good" or better (92.5%). The average sedentary and physical activity time was 7.2 ± 3.5 h/day and 8.8 ± 10.7 h/week, respectively. Respondents slept for 7.5 ± 1.3 h/night on weekdays and for 8.5 ± 1.5 h/night on weekends, but many were "sometimes" or more frequently overtired (53.1%). Daily duration of playing video games (230.4 ± 159.3 min/day) and watching livestreams and videos with (102.6 ± 101.7 min/day) and without gaming content (72.9 ± 88.5 min/day) were much higher than watching regular television (18.9 ± 49.1 min/day) or reading analog media (32.1 ± 53.5 min/day). In terms of stress and wellbeing, most players reported low stress levels (13.8 ± 5.7) and reached a moderate average score of 60.1 ± 16.4 out of 100 points in the WHO-5 Well-Being Index. Linear regressions revealed no relevant significant associations. The results indicate good subjective health and health behavior of the target group. However, the high amounts of screen-based media-consumption, as well as the moderate stress and wellbeing levels show potential for improvement. In addition, the target group consumed high amounts of digital media in reference to gaming, while traditional media consumption was distinctly low. Consequently, media campaigns that address health promotion in this target group should use the platforms of digital media instead.

5.
Accid Anal Prev ; 161: 106363, 2021 Oct.
Article in English | MEDLINE | ID: mdl-34454282

ABSTRACT

It is well established that car driving performance suffers when the driver concurrently engages in a distracting activity, such as talking on a cell phone. The present study investigates whether the effects of driver distraction are short-lived, or rather persist for some time. Age-related differences are evaluated as well. Sixty-three young and 61 older adults were tested in a driving simulator. They were asked to follow a lead car that drove at a constant speed, and to concurrently engage in a pseudorandom sequence of distracting tasks (typing, reasoning, memorizing). When the lead car braked, participants had to brake as well to prevent a collision. The stimulus onset asynchrony between the braking task and the last preceding distraction was 11.49 ± 1.99 s. Each person was tested once in a multitasking condition (as described above), and once in a control condition without distracting tasks. Outcome measures quantified distance keeping and lane keeping while participants braked to the lead car. We found that braking responses differed significantly between conditions; this difference could be interpreted as a combination of performance deficits and compensatory strategies in the multitasking condition compared to the control condition. We also found significant differences between age groups, which could be interpreted similarly. Differences between age groups were less pronounced in the multitasking than in the control condition. All observed effects were associated with participants' executive functioning. Our findings confirm that distractions have an impact on braking responses, and they document for the first time that this impact can persist for about 11.5 s. We attribute this persistence to a task set effect, and discuss the practical relevance of our findings.


Subject(s)
Automobile Driving , Cell Phone , Distracted Driving , Accidents, Traffic , Aged , Attention , Humans
6.
Psychol Res ; 85(2): 568-576, 2021 Mar.
Article in English | MEDLINE | ID: mdl-31776662

ABSTRACT

Presentation of a task T1 typically delays the response to a subsequent task T2, more so with high temporal task overlap than with low temporal overlap. This so-called "psychological refractory period effect" (PRP effect) has been observed even if T1 required not a choice between distinct stimulus-response pairs, but rather between a given stimulus-response pair occurring once or twice. We explored which response strategy participants use for responding to such an unusual type of T1 and how such a T1 interacts with T2 performance. In a driving simulator, participants followed a lead car and had to honk when that car's rear window changed color (T1). In condition "pure", the color always changed once and required a single honk; in condition "mixed", the color changed once and required a single honk on some trials, but on other trials, it changed twice 200 ms apart and required a double honk. Participants also had to brake when the lead car braked (T2). On dual-task trials, T1 preceded T2 with a varying stimulus onset asynchrony (SOA) of 50-1200 ms. Reaction time to the first T1 stimulus was similar in "pure" and "mixed" and it was comparable with the reaction time to the second T1 stimulus. Reaction time to the T2 stimulus increased as SOA decreased from 350 to 50 ms, confirming the existence of a PRP effect. Furthermore, reaction time to the T2 stimulus was similar in "pure" and in "mixed" with one T1 stimulus, but was higher in "mixed" with two T1 stimuli. This pattern of findings is compatible with the view that presentation of the first T1 stimulus triggers a single response, which is amended into a double response, if a second T1 stimulus is displayed. The amendment does not need to wait until central processing of the original response is completed, and it therefore begins with no delay beyond the regular reaction time. Our findings further suggest that the mere possibility of a second T1 stimulus being presented does not increase the PRP effect on T2, probably because response amendments are not equivalent to classical response choices. However, the actual presentation of a second T1 stimulus indeed does increase the PRP effect on T2, probably because amendments start 200 ms later than the original response, and therefore prolong central processing of T1.


Subject(s)
Attention/physiology , Automobile Driving/psychology , Reaction Time/physiology , Refractory Period, Psychological/physiology , Task Performance and Analysis , Acoustic Stimulation/methods , Adult , Auditory Perception/physiology , Female , Humans , Male , Young Adult
7.
Article in English | MEDLINE | ID: mdl-32183070

ABSTRACT

The number of video game and eSports players is steadily rising. Since little is known about their health behavior to date, the present study examines the demographics and health behavior of video game and eSports players. In this cross-sectional study, data on demographics, health status, physical activity, nutrition, sleep, and video game usage were assessed via a web-based survey of n = 1066 players (91.9% male; 22.9 ± 5.9 years; body mass index (BMI): 24.6 ± 4.8 kg/m²) in Germany in 2018. The majority of respondents (95%) reported a good to excellent health status. Two thirds (66.9%) engaged in moderate to vigorous physical activity for more than 2.5 h/week. The average duration of sitting and sleep time was 7.7 ± 3.6 h/day and 7.1 ± 1.3 h/day, respectively. Mean fruit and vegetable consumption was 2.7 ± 1.8 portions/day. Video games were played for 24.4 ± 15.9 h/week on average. Partial Spearman correlations revealed poor positive associations of video game play time to sedentary behavior (rho = 0.15; p < 0.01) and BMI (rho = 0.11; p < 0.01), as well as a poor negative association to self-reported health status (rho = -0.14; p < 0.01). These results indicate the good subjective health of this target group. Nevertheless, the high amount of video game play time and its poor negative association to health status indicate a need for specific health promotion strategies for this target group.


Subject(s)
Health Behavior , Sedentary Behavior , Video Games , Cross-Sectional Studies , Female , Germany , Humans , Male , Sleep
8.
Front Psychol ; 9: 910, 2018.
Article in English | MEDLINE | ID: mdl-29962983

ABSTRACT

Human multitasking is typically studied by repeatedly presenting two tasks, either sequentially (task switch paradigms) or overlapping in time (dual-task paradigms). This is different from everyday life, which typically presents an ever-changing sequence of many different tasks. Realistic multitasking therefore requires an ongoing orchestration of task switching and dual-tasking. Here we investigate whether the age-related decay of multitasking, which has been documented with pure task-switch and pure dual-task paradigms, can also be quantified with a more realistic car driving paradigm. 63 young (20-30 years of age) and 61 older (65-75 years of age) participants were tested in an immersive driving simulator. They followed a car that occasionally slowed down and concurrently executed a mixed sequence of loading tasks that differed with respect to their sensory input modality, cognitive requirements and motor output channel. In two control conditions, the car-following or the loading task were administered alone. Older participants drove more slowly, more laterally and more variably than young ones, and this age difference was accentuated in the multitask-condition, particularly if the loading task took participants' gaze and attention away from the road. In the latter case, 78% of older drivers veered off the road and 15% drove across the median. The corresponding values for young drivers were 40% and 0%, respectively. Our findings indicate that multitasking deteriorates in older age not only in typical laboratory paradigms, but also in paradigms that require orchestration of dual-tasking and task switching. They also indicate that older drivers are at a higher risk of causing an accident when they engage in a task that takes gaze and attention away from the road.

9.
Front Psychol ; 9: 602, 2018.
Article in English | MEDLINE | ID: mdl-29774001

ABSTRACT

Laboratory-based research revealed that gait involves higher cognitive processes, leading to performance impairments when executed with a concurrent loading task. Deficits are especially pronounced in older adults. Theoretical approaches like the multiple resource model highlight the role of task similarity and associated attention distribution problems. It has been shown that in cases where these distribution problems are perceived relevant to participant's risk of falls, older adults prioritize gait and posture over the concurrent loading task. Here we investigate whether findings on task similarity and task prioritization can be transferred to an ecologically valid scenario. Sixty-three younger adults (20-30 years of age) and 61 older adults (65-75 years of age) participated in a virtual street crossing simulation. The participants' task was to identify suitable gaps that would allow them to cross a simulated two way street safely. Therefore, participants walked on a manual treadmill that transferred their forward motion to forward displacements in a virtual city. The task was presented as a single task (crossing only) and as a multitask. In the multitask condition participants were asked, among others, to type in three digit numbers that were presented either visually or auditorily. We found that for both age groups, street crossing as well as typing performance suffered under multitasking conditions. Impairments were especially pronounced for older adults (e.g., longer crossing initiation phase, more missed opportunities). However, younger and older adults did not differ in the speed and success rate of crossing. Further, deficits were stronger in the visual compared to the auditory task modality for most parameters. Our findings conform to earlier studies that found an age-related decline in multitasking performance in less realistic scenarios. However, task similarity effects were inconsistent and question the validity of the multiple resource model within ecologically valid scenarios.

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