Abstract
Nowadays children and teenagers play videogames more and more regularly. The scope of these videogames is not limited to home entertainment but, is increasingly seen as a paradigm between overuse of technology and the motivational and skill enhancing potential that is increasingly being explored in the fields of education and of rehabilitation. The aim of the present study is verify the existence of studies that use the Videogame in the postural rehabilitation in school context; to verify the prevalence of using videogames with and without motion device in school-age children and teenagers and its relationship with back pain. Data collection was performed from March to May 2018 in schools in the city of Viseu, Portugal, which belonged to the 2nd and 3rd cycles of basic education. A questionnaire designed with sociodemographic information, use of videogames and body discomfort scale was applied. For the study, 124 participants were selected with 12,43 ± 1,67 years old, 77.4% of participants report feeling pain and there was a mean of 2,78 ± 1,400 that correspond to a moderate to severe episode. 44.4% reported feeling pain when playing Videogames. Videogame use by consoles was reported by 74.2% of participants, using the motion app, only 26.6% owns. There is a correlation, according Pearson test, between the fact of having the motion device and the number of times of use, being who has fewer hours on average than those who do not have the motion device (p = 0,031), having only the console. The therapeutic effects on the use of Videogames are little explored, focusing mainly on the elderly population and balance disorders. Therefore, it is necessary to verify the use of videogames in the motivational behaviors of children and teenagers to demonstrate the existence of benefits and provide a basis for future studies.
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Acknowledgments
The authors would like to thank: (1) the participants in this study; (2) as well as the collaboration of students Ana Sofia, Tatiana Pinto and Carina Santos for their support in data collection and; (3) We would also like to thank the directors of the school groups in Viseu and Leiria, who allowed the study to be carried out.
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Filgueiras, E., Desouzart, G. (2020). Gamedesign and Physiotherapy: Contribution of Gamification and UX Techniques to Physical Teenagers’ Recovery. In: Marcus, A., Rosenzweig, E. (eds) Design, User Experience, and Usability. Case Studies in Public and Personal Interactive Systems. HCII 2020. Lecture Notes in Computer Science(), vol 12202. Springer, Cham. https://doi.org/10.1007/978-3-030-49757-6_15
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