RÉSUMÉ
This study aimed to quantitatively investigate and report the biomechanical characteristics of concussive and sub-concussive impacts in youth sports. A systematic search was conducted in September 2022 to identify biomechanical impact studies in athletes ≤18 years of age. Twenty-six studies met the inclusion criteria for quantitative synthesis and analysis. DerSimonian Laird random effects model was used to pool data across the included studies. The pooled estimate of mean peak linear and rotational acceleration of concussive impacts in male youth athletes was 85.56 g (95% CI 69.34-101.79) and 4505.58 rad/s2 (95% CI 2870.28-6140.98), respectively. The pooled estimate of mean peak linear and rotational acceleration of sub-concussive impacts in youth athletes was 22.89 g (95% CI 20.69-25.08) and 1290.13 rad/s2 (95% CI 1050.71-1529.55), respectively. A male vs female analysis in sub-concussive impacts revealed higher linear and rotational acceleration in males and females, respectively. This is the first study to report on impact data in both sexes of youth athletes. Disparity in kinematic impact values suggests future research should aim for standardised measures to reduce heterogeneity in data. Despite this, the data reveals notable impact data that youth athletes are exposed to, suggesting modifications may be required to reduce long-term neurological risks.
Sujet(s)
Traumatismes sportifs , Commotion de l'encéphale , Football américain , Sports pour les jeunes , Adolescent , Humains , Mâle , Femelle , Athlètes , Accélération , Phénomènes biomécaniquesRÉSUMÉ
Acute physiological, perceptual and biomechanical consequences of manipulating both exercise intensity and hypoxic exposure during treadmill running were determined. On separate days, eleven trained individuals ran for 45 s (separated by 135 s of rest) on an instrumented treadmill at seven running speeds (8, 10, 12, 14, 16, 18 and 20â km.h-1) in normoxia (NM, FiO2 = 20.9%), moderate hypoxia (MH, FiO2 = 16.1%), high hypoxia (HH, FiO2 = 14.1%) and severe hypoxia (SH, FiO2 = 13.0%). Running mechanics were collected over 20 consecutive steps (i.e. after running â¼25 s), with concurrent assessment of physiological (heart rate and arterial oxygen saturation) and perceptual (overall perceived discomfort, difficulty breathing and leg discomfort) responses. Two-way repeated-measures ANOVA (seven speeds × four conditions) were used. There was a speed × condition interaction for heart rate (p = 0.045, ηp2 = 0.22), with lower values in NM, MH and HH compared to SH at 8â km.h-1 (125 ± 12, 125 ± 11, 128 ± 12 vs 132 ± 10 b.min-1). Overall perceived discomfort (8 and 16â km.h-1; p = 0.019 and p = 0.007, ηp2 = 0.21, respectively) and perceived difficulty breathing (all speeds; p = 0.023, ηp2 = 0.37) were greater in SH compared to MH, whereas leg discomfort was not influenced by hypoxic exposure. Minimal difference was observed in the twelve kinetics/kinematics variables with hypoxia (p > 0.122; ηp2 = 0.19). Running at slower speeds in combination with severe hypoxia elevates physiological and perceptual responses without a corresponding increase in ground reaction forces.Highlights The extent to which manipulating hypoxia severity (between normoxia and severe hypoxia) and running speed (from 8 to 20â km.h-1) influence acute physiological and perceptual responses, as well as kinetic and kinematic adjustments during treadmill running was determined.Running at slower speeds in combination with severe hypoxia elevates heart rate, while this effect was not apparent at faster speeds.Arterial oxygen saturation was increasingly lower as running speed and hypoxic severity increased.Overall perceived discomfort (8 and 16â km.h-1) and perceived difficulty breathing (all speeds) were lower in moderate hypoxia than in severe hypoxia, whereas leg discomfort remained unchanged with hypoxic exposure.
Sujet(s)
Hypoxie , Course à pied , Humains , Course à pied/physiologie , Consommation d'oxygèneRÉSUMÉ
OBJETIVOS: Jogar videogames em dispositivos móveis tem aumentado rapidamente entre estudantes universitários, mais do que antes da pandemia do COVID-19. Isso é muito preocupante, pois pode desencadear vários problemas, como dores musculoesqueléticas e distúrbios de jogo. Vários estudos semelhantes foram realizados em vários países, mas limitados na Malásia. O presente estudo tem como objetivo investigar o efeito dos videogames móveis na dor musculoesquelética entre estudantes universitários em Selangor, Malásia. PARTICIPANTES E MÉTODOS: Este estudo foi conduzido online usando um questionário online auto-relatado por meio do Formulário Google e enviado a estudantes universitários em Selangor, Malásia. O vício em jogos dos participantes foi medido por meio do questionário Ten Item Internet Gaming Disorder test (IGDT-10) e a prevalência de dor musculoesquelética foi avaliada pelo Modified Nordic Musculoskeletal Questionnaire (MNMQ). RESULTADOS: A prevalência de Transtorno de Jogos na Internet entre estudantes universitários em Selangor, Malásia, é de 1,8% (n = 3). A região do pescoço (74,2%) foi a região do corpo mais comumente relatada com dor musculoesquelética, seguida pela região dos ombros (60,7%), região lombar (55,8%) e região superior das costas (50,9%). Houve associação significativa entre a posição corporal durante o videogame móvel (p = 0,002) e a dor musculoesquelética na região lombar. CONCLUSÃO: De acordo com os resultados deste estudo, a prevalência de Transtorno de Jogos na Internet entre estudantes universitários era baixa e não viciados em jogos no bloqueio Covid-19. Também descobrimos que os participantes que se sentaram enquanto jogavam videogames para celular tinham maior probabilidade de desenvolver dor lombar.
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.
Sujet(s)
Humains , Mâle , Femelle , Adulte , Jeune adulte , Étudiants , Jeux vidéo/effets indésirables , Douleur musculosquelettique/étiologie , Douleur musculosquelettique/épidémiologie , Prévalence , Études transversales , Enquêtes et questionnaires , Malaisie/épidémiologieRÉSUMÉ
CONCLUSION: The obtained results conclude piano players are highly prone to the risk of developing PRMSD in the upper body. RESULTS: The findings showed piano players have a higher NDI, lower CVA, and RSP when compared with the non-piano players at a statistically significant level of p-value <0.05. OBJECTIVE: Playing-related musculoskeletal disorders (PRMSD) are a common problem for the pianist. The poor upper body ergonomics influences the natural positioning of the neck and shoulders, which involves forward head posture (FHP) and rounded shoulder posture (RSP). This misaligned position could produce a sensation of pain over the upper body, which affects the piano player and computer users with similar ergonomic posture. Recently, photogrammetry methods are commonly applied in a clinical setting to assess posture. The goal of this research is to compare the upper body playing-related muscu-loskeletal disorders between the piano and the non-piano players by applying photogrammetry. MATERIALS AND METHODS: This causal-comparative study includes 70 participants with 35 piano and 35 non-piano players. The participant's FHP was assessed using a digitized photo to record the Craniovertebral angle (CVA) with the support of Kinovea software. Besides, digital Vernier Calliper used to assess the scapular index on the RSP and Neck disability indices (NDI) used to measure neck pain and functional disability of the participants.
Sujet(s)
Maladies ostéomusculaires/épidémiologie , Posture/physiologie , Adolescent , Adulte , Ingénierie humaine , Femelle , Humains , Mâle , Maladies ostéomusculaires/physiopathologie , Cou/physiopathologie , Cervicalgie/épidémiologie , Photogrammétrie , Épaule/physiopathologie , Jeune adulteRÉSUMÉ
Badminton is the fastest racket sport in the world with smash speeds reaching over 111 m/s (400 kph). This study examined the forehand jump smash in badminton using synchronised force plates and full-body motion capture to quantify relationships to shuttlecock speed through correlations. Nineteen elite male Malaysian badminton players were recorded performing forehand jump smashes with the fastest, most accurate jump smash from each player analysed. The fastest smash by each participant was on average 97 m/s with a peak of 105 m/s. A correlational analysis revealed that a faster smash speed was characterised by a more internally rotated shoulder, a less elevated shoulder, and less extended elbow at contact. The positioning of the arm at contact appears to be critical in developing greater shuttlecock smash speeds. Vertical ground reaction force and rate of force development were not correlated with shuttlecock speed, and further investigation is required as to their importance for performance of the jump smash e.g., greater jump height and shuttle angle. It is recommended that players/coaches focus on not over-extending the elbow or excessively elevating the upper arm at contact when trying to maximise smash speed.