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Year 2020, Volume: 2 Issue: 1, 42 - 58, 30.03.2020

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References

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  • Brink, Y., Louw, Q., & Grimmer, K. (2018). The amount of postural change experienced by adolescent computer users developing seated -related upper quadrant musculoskeletal pain. J Bodyw Mov Ther, 22(3), 608-617. doi:10.1016/j.jbmt.2017.10.002
  • Brink, Y., & Louw, Q. A. (2013). A systematic review of the relationship between sitting and upper quadrant musculoskeletal pain in children and adolescents. Man Ther, 18(4), 281-288. doi:10.1016/j.math.2012.11.003
  • Brown, H. E., Ryde, G. C., Gilson, N. D., Burton, N. W., & Brown, W. J. (2013). Objectively measured sedentary behavior and physical activity in office employees: relationships with presenteeism. J Occup Environ Med, 55(8), 945-953. doi:10.1097/JOM.0b013e31829178bf
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  • DiFrancisco-Donoghue, J., Balentine, J., Schmidt, G., & Zwibel, H. (2019). Managing the health of the eSport athlete: an integrated health management model. BMJ open sport & exercise medicine, 5(1), e000467.
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  • Drza-Grabiec, J., Snela, S., Rykala, J., Podgorska, J., & Rachwal, M. (2015). Effects of the sitting position on the body posture of children aged 11 to 13 years. Work, 51(4), 855-862. doi:10.3233/wor-141901
  • Dunton, G. F., Berrigan, D., Ballard-Barbash, R., Graubard, B., & Atienza, A. A. (2009). Joint associations of physical activity and sedentary behaviors with body mass index: results from a time use survey of US adults. International journal of obesity (2005), 33(12), 1427-1436. doi:10.1038/ijo.2009.174
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DETERMINING THE HEALTH PROBLEMS OF ELECTRONIC ATHLETES

Year 2020, Volume: 2 Issue: 1, 42 - 58, 30.03.2020

Abstract

Objective: Electronic sports (esports) are worldwide phenomenon with its rapidly growing popularity and followers of the young generation. Esport, which is attracting great attention, also entails some health risks and problems. It is needed to determine these problems and risks. The aim of this study was to identify health problems of esport athletes.
Methods: Qualitative analysis was applied to data collected from self-reported electronic questionnaire to capture important health outcomes, injuries and environmental factors. From the results of questionnaire, statistical analysis was performed on physical activity, time spent sitting in front of the screen, health education received, pain, fatigue, correct posture and musculoskeletal complaints.
Findings: Evaluation was made of 47 esport athletes with a mean age of 20.98±1.39 years and BMI of 24.47±4.73 kg/m2. The time spent per day in front of the screen was 8.1±2.77 hours, during esport matches and training. Pain levels according to VAS and fatigue according to MBS were severe. Low back pain was the most common health problem. A moderate level positive correlation was determined between pain and screen time. The positive relationship between pain and fatigue severity was related to sitting posture.

Thanks

We would like to thank BanuEsport Centre employees for the main idea and views of the study and esport athletes for participating in our study

References

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Details

Primary Language English
Journal Section Articles
Authors

Tanju Bahrilli 0000-0003-1950-5829

Hamiyet Yüce 0000-0001-8306-2239

Yasin Nuri Çakır 0000-0001-8573-8802

Publication Date March 30, 2020
Published in Issue Year 2020 Volume: 2 Issue: 1

Cite

APA Bahrilli, T., Yüce, H., & Çakır, Y. N. (2020). DETERMINING THE HEALTH PROBLEMS OF ELECTRONIC ATHLETES. Journal of Empirical Economics and Social Sciences, 2(1), 42-58.