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  • 7/28/2019 Impact of Computer

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    Work 18 (2002) 249259 249IOS Press

    The physical impact of computers and

    electronic game use on children and

    adolescents, a review of current literature

    Robin Mary GillespieDepartment of Ergonomics and Biomechanics, New York University, 454 Fort Washington Avenue #66, New York,

    NY 10033, USA

    Tel.: +1 212 927 1283; E-mail: [email protected]

    Received 24 November 2001

    Accepted 3 January 2002

    Abstract: Children using computers and electronic games may adopt the kinds of sustained and awkward postures that are

    associated with musculoskeletal disorders in working adults. If they do, the physical demands of extensive use could lead to a

    wide range of adverse effects on developing children, including visual, neurological and physical changes. This article reviews

    the literature related to media use, ergonomics, epidemiology and pediatrics that address the physical impact of computer use

    by children. The literature establishes that computer use is common, but does not demonstrate a causal or statistical association

    with any physical disorders. Laboratory studies on vision, case reports of game-related tendonitis and ergonomic analyses of

    classroom computers suggest that concern is warranted.

    Keywords: Ergonomics, musculoskeletal disorder (MSD), pain, technology, video games

    1. Introduction

    Children and adolescents are increasingly engaged inactivities that simulate work demands known to causerepetitive strain injuries in working adults. From theearliest years, children use computers at home andschool. Nursery schools and commercial play spaces

    advertise computer classes, computer games are pro-duced for every age and interest, and reference mate-rials are sold on CD-ROM. But desktop computers arenot the only way kids interact with computer technol-ogy. Notebook computers are issued to middle-schoolstudents. TV-based video games are found in 70% ofhouseholds with children [77]. Handheld games areused everywhere, including the playgroundand school.Given the widespread and increasing use of computersand electronic devices, it makes sense to ask if chil-dren use this technology in physically risky ways, andif they experience pains or clinical problems related tothat use.

    Computer use at work has been implicated in the

    development of musculoskeletal disorders. In adults,

    using a computer keyboard at work is thought to be

    associated with musculoskeletal symptoms and clinical

    disorders in the upper extremities, neck and upper back

    [59]. Posture, duration, frequency and force are the

    exposure parameters of concern.

    Children using computers and electronic games maywell adopt the kinds of sustained and awkward postures

    that are associated with musculoskeletal disorders in

    working adults. If they do, the physical demands of ex-

    tensive use could lead to a wide range of adverse effects

    on developing children, including visual, neurological

    and physical changes. (Cognitive and behavioral ef-

    fects are also possible; these are reviewed extensively

    elsewhere [9,22,28,99].) Some researchers have sug-

    gested that computers and games encouragemore awk-

    ward postures or intense concentration in children than

    TV watching or schoolwork do, indicating that chil-

    1051-9815/02/$8.00 2002 IOS Press. All rights reserved

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    250 R.M. Gillespie / The physical impact of computers and electronic game use

    drens risk of musculoskeletal disorders may be greater

    than in other sedentary activity [31].This article reviews the ergonomics, epidemiology

    and clinical literature that begins to address the ques-

    tions related to the physical impact of computer use by

    children. It does not delve into the extensive literature

    on the cognitive impact of computer use and only in

    passing will describe the related literature of classroom

    ergonomics. Although the question of why computers

    and similar devices are used so extensively and inten-

    sively is clearly germane to the issues of impact, health

    effects and prevention, it is beyond the scope of this

    article.

    Five main research streams provide insight into the

    impact of computer and electronic game use on chil-

    dren.

    Stream 1: Computer use literature describes the fre-

    quency and duration of computer use as well as elec-

    tronic games use, television watching and other related

    activity.

    Stream 2: Workstation research attempts to ana-

    lyze the goodness of fit between children and computer

    workstations, typically in the classroom.

    Stream 3: Musculoskeletal symptoms research pro-

    vides comparative rates of musculoskeletal disorders in

    children.

    Stream 4: Health effects research combines thesethree streams to investigate the link between physical

    effects and computer use parameters of frequency, du-

    ration, posture and ecology. Effects of interest typ-

    ically include musculoskeletal pain, visual problems

    and physiological changes.

    Stream 5: Preventive measures research intervenes,

    typically in the classroom, to change how computers

    are set up and used, and measures the impact of the in-

    tervention on changes in health outcomes or presumed

    intermediary variables such as behavior. Ideally, it is

    based on knowledge derived from all the preceding re-

    search streams.

    2. Research Stream 1: Patterns of computer use

    Many children already use computers intensively, at

    school and play. Home use of games and CD-ROMs

    can occupy even very young children for hours, as do

    television-based video games and hand-held toys. Par-

    ents, receiving the message that children who dont use

    computerswill miss out on academic and work success,

    encourage computer games and learning activities.

    Media use has changed dramatically in the past ten

    years. The Longitudinal Study of American Youthfound thatonlyone in fifty kidsin 1990used a computer

    outside of class for ten or more hours during a school

    year [79]. Just five years ago, research on childrens

    computer use characterized significant classroom com-

    puter use as more than ten times per subject in the

    school year [71]. Now researchers are asking about

    daily use, about minutes or hours per day, and about

    several different types of media interfaces [77,90,104,

    105].

    Several major surveys catalog computer use in the

    home and at school. According to the annual Current

    Population Survey of the US Census Bureau, in 2000

    89.6% of children aged 6 to17 hadaccess to a computer,

    65% at home and 80% at school [61]. Just three years

    earlier, 74% of children had some access to a com-

    puter, 50% at home and 70.8% at school [60]. In 2000,

    the NPR/Kaiser Family Foundation survey found that

    78% of telephone survey respondents had a computer

    at home [80].

    The Media in the Home annual telephone survey

    characterizes duration of home use as well as ac-

    cess [104]. According the results for 2000, seventy

    percent of families with children between 2 and 17

    have computers and 68% have video games. Based

    on parent reports, the average child uses a computerfor 34 minutes a day, the Internet for 14 minutes and

    a video game for 33 minutes. Screen media use for

    all children, including television, videotapes, Internet,

    computer and games, exceeds four and a half hours. At

    281 minutes per day, this is up 21 minutes from the pre-

    vious year. Predictably, media use increases with age,

    although video game use does not increase between the

    611 and 1217 age groups. VCR use decreases with

    age. Parents report that adolescents spend 164 minutes

    daily on computers, Internet and video games and an-

    other 195 minutes watching television and videotapes,

    for a total of six hours of screen exposure.

    The Kaiser Family Foundation reports from class-

    room survey results that in 2000, children spent an av-

    erage of five hours and 29 minutes on all media com-

    bined (including music and reading) [77]. Nine per-

    cent of all children use a computer for more than an

    hour a day, and 8% play video games for more than

    an hour. In a related telephone survey, 57% of these

    children used the computer almost daily. (One caveat

    about generalizingthis result is that the next level of use

    offered to respondents was about once a week, which

    clearly could inflate the apparent use. This group was

    also notably higher in access and use than others sur-

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    R.M. Gillespie / The physical impact of computers and electronic game use 251

    veyed.) Averaging over all children reduces the appar-

    ent load of computer use, of course. Among computerusers aged 818, average daily use was 101 minutes.

    The 1999 Media in the Home survey provided evidence

    that heavy media users are heavier across the board,

    with computers and electronic games being added to

    television watching rather than replacing it [90].

    A national survey of childrens electronic media use

    in 1997 analyzed 24-hour time use diaries from 2902

    children aged 0 to 12 [105]. Only 25% reported video

    game use. In contrast, in the NPR/Kaiser telephone

    survey in 2000, 82% of all children report using video

    or computer games, and 35% of all children did so

    almost daily [80].

    Electronic media use changes with age, and is af-

    fected by other demographic characteristics (compre-

    hensively reviewed by Wartella and by Behrman [9,

    99]). Although in 1996 younger children were more

    likely to report at least weekly computer use (74% of

    4th graders compared to 50% of 11th graders), older

    children reported more daily use (9% of 4th graders

    compared to 16% of 8th graders and 18% of 11th

    graders) [58]. Through early childhood, video and

    computer game use increases with age [38]. Computer

    game use decreases by early adolescence [16]. More

    older children than younger use video games, but there

    was no age effect on amount of use [105]. Girls andboys have similar access to computers, but typicallyuse

    computers slightly differently [60,105]. Within each

    age group, boys were significantly more likely to use

    video games; this sex difference is confirmed in other

    studies, which also indicate that the content and genre

    of preferred games differed by sex [16].

    As with access, income and ethnicity affect use [80].

    People with lower incomes have less access in both

    arenas, although the disparity is less at school than

    at home. Lower SES children spend more time with

    videotapes and TV. However, in households with com-

    puters the rates of Internet and computer use are not

    different between income groups. In the Kaiser Fam-

    ily Foundation survey, the race inequities are reversed

    among computer users: Hispanic and Black children

    who do have access to computers spend more time at

    it (109 minutes for Hispanic, 94 for Black and 80 for

    White) [77]. Economic disparities for computer own-

    ership did not change appreciably between 1997 and

    2000.

    In summary, most children and adolescents in the

    United States do use computers and electronic games

    regularly. Although levels are not the same as that for

    computer users who are at risk of work-related upper

    extremity problems, the overall burden of computer

    and electronic device use is large. Combined mediause estimates approach a working day, with keyboard

    use alone accounting for up to three hours. Newer

    technologies may add to the physical load. Curiously,

    none of the research reviewed here characterizes hand-

    held game use separately from other games. The recent

    introduction of small text messaging devices, which

    can be used everywhere and anytime, may create an

    additional hand stress that warrants consideration.

    3. Research Stream 2: Workstations

    The setting as well as the duration and frequency

    of computer use is important in characterizing risk.

    Typically, research has focussed on the classroom. An

    extensive literature has been produced about school

    furniture in the past 10 years by researchers around the

    world. Mismatches between schoolroom furniture and

    children have been shown in the height and design of

    desks and chairs [1,49,51,68]. The interested reader

    should refer to a review by Yeats [106], as well as

    additional research and policy articles [20,37,47,53,63,

    88,89,96,97].

    Much less has been published about computer work-

    stations for children. Available evidence suggests that,like schoolroom furniture, typical computer worksta-

    tions at school are not well suited to most children.

    Concern about the physical demands of computersused

    at school was expressed as early as 1980 by French re-

    searchers who evaluated the impact of VDT use on fa-

    tigue in technical high school students [18]. The team

    also evaluated visual fatigue [30,32]. No effect was

    identified except in some students with existing visual

    problems. Despite their lack of findings, due in part

    to their small sample sizes and short exposure times,

    Cantineauwarned that younger children, and especially

    those most enthusiastic about use, may still be at risk

    of adverse physical effects from computer use [19].

    In the past decade, teams around the world de-

    scribed similar concerns. In 1997, the Fifth Inter-

    national Scientific Conference on Work with Display

    Units in Tokyo included seven papers on childrens use

    of computers or screen devices. Knave reported that

    the rapid increasing use of computers in schools had

    not let to evidence of related musculoskeletal disor-

    ders [46]. Researchers in Sweden, Japan and Italy an-

    nounced a project to evaluate how computers are used

    in schools and whether ergonomic concept are consid-

    ered [11]. The survey was distributed to administra-

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    252 R.M. Gillespie / The physical impact of computers and electronic game use

    tors in school districts around the world, including the

    United States; results are not yet available. Jonnsondiscussed Swedish work regulations and their relation-

    ship to computer use at school [42], and Johansson

    and others described a project to address the school

    computer work environment, including the integration

    of multimedia [41]. Three papers, described below,

    explored the visual effects of computer use. As re-

    ported by Saito [82], extensive Japanese research activ-

    ities also include classroom workstation analysis and

    furniture.

    Researchers have documented that children typically

    do not fit available workstations at school. Using a

    modified RULA analysis of 95 children aged 8.511.5,

    Oates reported that none of the children were able to

    use the computer according to accepted postural rec-

    ommendations [66]. The subjects total RULA scores

    were either of some concern (61%) or indicated pos-

    tural risk (39%). The legs, wrist and neck were con-

    sidered at particular risk, largely because of too-high

    monitors, keyboards and chairs. Oates compared ob-

    served workstation dimensions to those recommended

    by Wilson [102], finding that no school workstations

    could be considered adequate. (It must be noted that

    Wilsons guidelines were based on monitor height and

    postural recommendations that may be somewhat out-

    dated, as well as anthropometric data produced morethan thirty years ago. This does not negate Oates find-

    ings, and may in fact give them more weight. For ex-

    ample, setting the monitor center at eye level is gen-

    erally accepted to be too high [17,98], which means

    that Wilsons conversions to childrens dimensions are

    probably not correct. Thus the workstations observed

    by Oates may be even farther from ideal.

    Browns dissertation study of 1063 workstations in

    14 public schools also showed that sound ergonomic

    principles were not integrated into school computer

    classroom design and furniture selection [14]. He

    found that all keyboards and monitors were too high,

    and no equipment was adjustable. Other parameters of

    seating and workspace met guidelines at some grade

    levels. Like Wilson, Brown relied on possibly outdated

    sources to establish acceptable standards and develop

    recommendations, suggesting that the problems may

    be worse than he reports.

    Noro and others [64] report a huge mismatch be-

    tween children and available workstations: tables and

    chairs are too big, and input devices do not match hand

    and arm sizes. They also point out that the human

    factors dimension is also a bad match: most school

    computer use includes more than one child, yet there is

    no attempt to use multiple control devices or adjust the

    workstation. (The teachers need to view the childsscreen without strain is also important. This relates to

    Williams concerns about computer-related pain symp-

    toms experienced by teachers [101].)

    In a laboratory setting, Laeser [48] provided ev-

    idence that changing the keyboard angle improves

    RULA scores and encourages 6th and 8th grade chil-

    dren to work longer at a typing task.

    Harris and Straker [34] documented that children in

    three private Australian schools using laptops provided

    by their schools maintained potentially stressful pos-

    tures. Only 34% of laptop time was spent at a desk.

    Other postures described included lying prone, sittingon the floor and sitting with the computer in the lap.

    Average daily use in the past month was 3.2 hours in

    219 predominantly female (87%) children aged 10 to

    17; the highest total daily use reported was 15 hours.

    Themean longest single period of use was 102minutes.

    The physical impact of this will be described later. In

    related research, Zandvleit and Straker, investigating

    the relationship between psychosocial and physical fac-

    tors in the classroom, revealed a potentially complex

    association among computer and workspace factors and

    psychosocial factors such as task orientation [107].

    The ergonomic demands of computer use are prob-

    ably even greater at home, where computers used by

    the whole family are set up in conditions not optimal

    for adults and without consideration for smaller peo-

    ple. Children sit unsupported, with feet dangling,necks

    tilted to view monitors too high for most adults, reach-

    ing out and up for pointing devices andkeyboards. And

    home is where children spend most of their computer

    time as well as use electronic games. As yet, no data

    on home computer use ergonomics has been published.

    Based on this literature, and on most observations,

    children and adolescents are not using computers in

    ideal circumstances. However, little is known about

    the ecology of use in these settings, such as how oftenchildren take breaks or what variety of postures they

    adopt. Evidence aboutthe ergonomicdemands of other

    electronic device use is not present in the literature, ex-

    cept for visual demands research described below [56,

    82,83].

    The question remains, what impact do the observed

    use patterns and postural demands have on the muscu-

    loskeletal health and development of child and adoles-

    cent users of computers and electronic devices? An as-

    sessment of the baseline rates of symptoms and clinical

    problems is necessary before this can be determined.

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    R.M. Gillespie / The physical impact of computers and electronic game use 253

    4. Research Stream 3: Musculoskeletal symptoms

    rates

    Baseline rates must be taken into account when plan-

    ning and analyzing studies of association between ex-

    posures and symptoms. Clinical musculoskeletal syn-

    dromes in children are rare in the absence of structural

    abnormalities, trauma or obvious excessive use such

    as competitive sports or dance performance [3,52,74,

    85]. Low back pain, which has been investigated ex-

    tensively, is seen in about 1520% of adolescents every

    year [7,31,33,67,75].

    Research on the overall rate of musculoskeletal pain

    in the general population of children and adolescent

    has producedwidely varyingprevalence estimates. Ac-

    cording to Mikkelsson, 32.1% of Finnish children in

    their sample reported weekly musculoskeletal pain not

    due to injuries [55]. Eggers review describes estimates

    of 5%20% for weekly musculoskeletal pain, 10%

    30% for headaches [27]. Musculoskeletal pain was re-

    ported by only 2.2% in this southeastern US sample,

    in part because cases were defined as those experienc-

    ing symptoms more than 3 times per week for the past

    three months. Bru asked his 8th grade Norwegian sub-

    jects about muscle tension, lower back pain and neck

    or shoulder pain; 9.5% report at least one severe mus-

    culoskeletal symptom [15]. Neck or shoulder pain wasreported by more than 40%, with 13% reportingmoder-

    ate or severe complaints. Perquin and others found that

    pain is a common experience in their survey population

    of more than 5000 children in the Netherlands [73]:

    53.7% of all of all children aged 0 to 18 experienced

    pain in the previous three months, with 25% having

    symptoms lasting more than three months according

    to parent or self reports. Among older children and

    adolescents (818 years), about 15% of girls and 7%

    of boys report severe chronic pain. Evaluating 1000

    clinic visits in an urban general practice, de Inocen-

    cio found that 6.1% were attributable to musculoskele-

    tal complaints related to trauma (30%), developmental

    problems (18%) and overuse syndromes (28%) [23].

    Generally, girls report more symptoms than boys do,

    and symptoms increase with age.

    Thus, musculoskeletal pain is common in children

    and adolescents, although as yet tendonitis and other

    clinical syndromes are not. This will make evaluating

    the impact of computers and electronic games difficult.

    Because pain is commonly reported by children and

    adolescents, an increase in symptoms related to com-

    puter use may be difficult to identify at the population

    level unless it is quite large.

    5. Research Stream 4: Health effects of computer

    and electronic games use

    So what is the evidence that computer use is as-

    sociated with physical symptoms? Computers might

    produce visual, cognitive, neurological, behavioral or

    physical changes in developing children. The variety

    of behavioral and cognitive changes currently being in-

    vestigated have been extensively reported on and re-

    viewed, notably by Wartella and by Shields [86,99].

    The current discussion will be limited to physical ef-

    fects potentially associated with computer use.

    Blisters caused by control devices have been re-

    ported [103] and in 2000 led to a settlement between

    Nintendo and the New York state attorney general re-

    quiring the company to provide protective gloves to

    users of one product version [24,62]. In 1998, the US

    Consumer Product Safety Commission reported that

    almost 10,000 emergency room visits were attributable

    to computers(equipment and electronic games); half of

    these events involved people under 24 [21]. Whether

    these were acute or chronic problems is not clear.

    Epileptic seizures were probably the earliest health

    effect attributed to computer game use [35,43]. Video

    games are not thought to cause epilepsy but can initi-

    ate seizures in a vulnerable subpopulation of epileptics.

    Video game use, like television viewing, may be asso-ciated with excess weight [78]. Other effects poten-

    tially linked to computer use include nausea, headache,

    fatigue and fever seen in a set of heavy computer

    game users in Japan [94]. None of this research estab-

    lishes that computers cause significant health risks. In

    contrast, Segal measured cardiac and metabolism re-

    sponses, similar to the effects of mild exercise, in chil-

    dren using video games. The changes were not enough

    to suggest any health advantage [84].

    Visual demands at young ages are thought to con-

    tribute to myopia [6,69,70,95]. The visual demand of

    computer use may be even greater in countries with

    complex written characters [82]. Could computer use

    have a similar effect? Researchers in Japan have shown

    that childrens vision is affected by electronic game use.

    The blurry target of small handheld games produces

    a greater accommodative load than larger computer

    screens or cartoon drawings [83]. Although this study

    of young children was too short to demonstrate a per-

    sistent effect, the authors speculate that this exposure

    may lead to myopia. Miyao and others demonstrated

    transient changes in accommodation and increases in

    myopia with video game play in older children [56].

    Marumoto and others observed that increased neck an-

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    gle reduces viewing distance and possibly contributes

    to deficits in accommodation; they believe that theirfindings are relevant to computer monitor use as well

    as the reading task they measure [54]. Based on re-

    search indicating that virtual reality viewing leads to

    visual disturbance in adults, Rushton and Riddell posit

    that early exposure may adversely influence the devel-

    opment of the visual system in children [81].

    What about musculoskeletal disorders such as ten-

    donitis or nerve compression? A growing body of ev-

    idence implicates school furniture size and design in

    back pain and other physical symptoms in children [49,

    51,53,68,106]. Because computers invite sustained

    postures and intense concentration, the strain related

    to inadequate design, limited adjustability and lack of

    training may be greater than in other school activities.

    The most immediate impact is likely to be strain and

    pain in soft tissues, which can be early signs of serious

    health problems such as tendonitis and carpal tunnel

    syndrome.

    Recent articles and professional discussions indi-

    cate that heavy computer users risk repetitive strain in

    late adolescence and early adulthood. Musculoskeletal

    problems that affected career plans were reported in

    college journalism students almost ten years ago [40].

    An informal survey paper published on the Internet

    supports this concern: students showed high rates ofpain they attributed to computer use, however the asso-

    ciation with time spent on a computer was not signifi-

    cant [72].

    In a survey of 1601 college seniors, increasing time

    spent on the computer was significantly associated with

    increasedreporting of musculoskeletal painand clinical

    syndromes (p value for trend = 0.0001) [44]. Students

    reporting more than 20 hours weekly computer use

    were 40% more likely to experience symptoms (Odds

    ratio = 1.4, 95% CI: 1.1 to 1.9). As is typical in this

    literature, women were more likely than men to report

    symptoms. Fifty-three percent of all students reported

    some computer-related symptoms.

    Little is known about the epidemiological or phys-

    ical ergonomics relating to younger people who use

    computers or other devices. Knave has stated that

    despite concerns no pattern of symptoms related to

    computer use had been observed [45,46]. In the

    Harris paper described earlier, 60% percent of sub-

    jects reported discomfort using or carrying their lap-

    top computers [34]. Significant relationships be-

    tween symptoms and exposures were found only for

    type of laptop (symptoms experienced while carrying,

    2 = 65, p = 0.0001), school location (also while

    carrying, 2 = 63.58, p = 0.0001) and school year

    (level of symptoms, 2

    = 15.75, p = 0.0275), not formaximum or mean daily use.

    Straker describes a related study comparing symp-

    toms experienced by children while reading, writing,

    using a laptop computer, using a desktop computer and

    watching television [92]. One group of children (age

    11) rarely used computers and the other (age 12) used

    laptops throughout their school curriculum. 82% of the

    laptop group reported discomfort associated with lap-

    top use, more twice the rate for reading or for desktop

    computer use in either age group. No statistical asso-

    ciation with use is reported. In the same paper, Straker

    describes motion analysis and EMG research investi-

    gating postural demands in computer use and reading.

    Early results indicate that different media use causes

    distinct physical stress, but the musculoskeletal risks

    have not yet been evaluated.

    Physicians in Japan describe 19 patients with muscu-

    loskeletal symptoms they attribute to excessive play-

    ing of home computer games [94]. Trapezius stiffness

    and elevated scapula, on the non-dominant side, were

    common in this group. Elimination of computer games

    resolved symptoms in all patients.

    Children also spend large amounts of time using

    hand-held games, video games or text messaging. As

    yet, no published research has evaluated the muscu-loskeletal impact of electronic games or other elec-

    tronicdevices on school-aged children and adolescents.

    These activities may differ in their effects on children

    because of different postural demands, use habits or

    even cognitive or behavioral effects.

    Physicians quoted in the popular press attribute mus-

    culoskeletal disorders in their pediatric population to

    computers and electronic games, but the musculoskele-

    tal effects of video games have not been extensively

    investigated. Individual case reports of childhood ten-

    donitis caused by game use have been reported in the

    medical literature, in adults [12,76] as well as chil-

    dren [13,22,50,87]. Perhaps the most striking is also

    the most recent. Macgregor describes an eleven-year-

    old patient who developed severe pain in his left (dom-

    inant) hand and arm between getting a video game at

    Christmas and returning to school in January. Symp-

    toms resolved completely when he took a week off the

    game.

    Although the available evidence is anecdotal, the

    widespread recognition of the phrases Nintendo

    thumb and nintendinitis in the world of electronic

    games provides support for the suspicion that pain

    symptoms attributable to game use are common. Nin-

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    R.M. Gillespie / The physical impact of computers and electronic game use 255

    tendo thumb is defined as repetitive strain intrigue

    clicking perpetual users of the basic push-button con-trollers . . . Also known as numb thumb [4]. The med-

    ical world may be slow to recognize the phenomenon

    but the people who use the equipment seem to know it

    well.

    Related ergonomics evidence supports the need for

    further research: Television and TV video game use has

    been implicated in back pain in children, with game use

    a more significant factor [31]. Because computers and

    games seem to encourage more sustained postures and

    intense concentrationthan TV watching or schoolwork,

    the strain related to their use is likely to be greater than

    in other activities.

    It has been recognized that some adverse effects of

    computer or game use might stem from the displace-

    ment of other healthier activities [84,93]. Increasing

    computer use occurs along with a secular trend of less

    physical activity and decreasing physical education in

    school, and these trends are replicated in children as

    they get older [2,5,26,57]. Thus, the relative effects of

    changes in physical activity and computer use may be

    difficult to characterize.

    6. Research Stream 5: Preventive measures

    Children using these adult tools are provided with

    few of the protections against injury that are required

    at work. Chairs and tables may be scaled to the general

    age of the students, but they are rarely adjustable [14,

    64,66]. Keyboards and copy are not positioned with er-

    gonomic considerations in mind. Although some mod-

    ified keyboard and pointing devices are available, the

    ergonomic evidence supporting them has not been re-

    ported and they are not widely used. Children are not

    taught the appropriate postures to reduce musculoskele-

    tal and visual strain. Breaks and exercises are not re-

    quired. Even the extensive guidelines on technology in

    schools developed by teachers organizations and the

    Office of Educational Technology of the US Depart-

    ment of Education do not address ergonomics [39].

    A major problem for researchers as well as educa-

    tors and parents is that there is no accepted standard

    for how childrens workstations should be set up, what

    work/rest cycles they should follow or what equipment

    should be modified for their use. An early attempt to

    provide guidance for setting up computer workstations

    was produced in 1991 [102]; some of its limitations are

    discussed above. Other recommendations are available

    on the Web [8,29,100]. Typically, these guidelines are

    well grounded in current ergonomic knowledge as de-

    rived from adults, extrapolated to children at variousages. Unfortunately, some popular advice sites are pro-

    duced without a sound understanding of ergonomics

    and some promote exercises or equipment without ap-

    parent research support. None is yet based on child-

    specific epidemiology or intervention research. An ad-

    ditional problem is that most available anthropometri-

    cal data does not reflect the changing population, al-

    though newer data is being collected and has been mas-

    terfully catalogued by Norris and Wilson [65,91].

    Several research groups have begun intervention

    studies in classrooms. Bennett describes a project to

    retrofit classrooms and provide training for teachers,

    administrators, computer technicians, students and par-

    ents [10]. Hedge reports on the Get Techfit project

    which focuses on the role of students in the evalua-

    tion and correction of ergonomics hazards [36]. Jo-

    hansson has announced a similar project using inter-

    active media [41]. The need to involve students as

    field ergonomists is a theme in all this work. However,

    no controlled intervention comparing musculoskeletal

    symptoms in intervention and control groups has been

    reported on. Until baseline measures of risk have been

    established, evaluating the impact of ergonomics inter-

    ventions will be difficult.

    Conclusion

    Giving the current research results, it remains possi-

    blethat computer andelectronicgameuse poses muscu-

    loskeletal risks for young users. Case reports of game-

    related tendonitis and ergonomic analyses of classroom

    computers suggest that concern is warranted. With the

    expansion of the Internet and home computer use, any

    problems caused by computers can be expected to ac-

    celerate in the next few years, as they have in the work-

    place following the introduction of computers. Anec-

    dotal clinical reports and informal observation confirm

    that this activity has caused pain in some children.

    However no published research has established a sta-

    tistically significant association between computer use

    and physical symptoms or clinical syndromes in chil-

    dren or adolescents. No posture, frequency or duration

    of use has been identified that poses a clear risk or,

    conversely, can be accepted as safe.

    Because the contributors to musculoskeletal health

    and development are diverse and complex, it is impor-

    tant to begin with an understanding of the epidemiol-

    ogy of computer use and musculoskeletal symptoms.

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    A cross-sectional analysis of current rates of use and

    the association with musculoskeletal symptoms is anessential first step. A longitudinal evaluation of phys-

    ical development as it relates to computer use is also

    necessary. Research will need to take into account the

    baseline levels of symptoms reporting, by gender, age,

    and possibly ethnicity, especially as computer use and

    otheractivities are alsoaffectedby these characteristics.

    Additional confounders, negative or positive, should

    be evaluated. These could include levels of physical

    activity or general fitness which might protect against

    musculoskeletal injuries by enhancing aerobic health,

    or competitive sports or dance performance which are

    associated with increased musculoskeletal problems in

    adolescents [25]. Adolescents work could contribute

    to cumulative trauma, and health issues such as over-

    weight, trauma or diabetes could affect symptoms de-

    velopment or reporting.

    Another important research consideration is whether

    markers for increased comfort or health are the same

    in children as in adults. For example, Laeser consid-

    ered that longer work periods indicate improved com-

    fort, however whether working longer is an appropriate

    marker for improved comfort in children has not been

    established. Is pain a good indicator of musculoskele-

    tal problems in this population, and if so how can re-

    searchers distinguish transient or trauma-related symp-toms from the effects of computer use? If we insist on

    established clinical syndromes as the best indicator of

    musculoskeletal problems, the role of pediatricians in

    defining, observing and diagnosing problems related to

    computer or game use will need to be examined.

    Perhaps most important to understanding the impact

    of computers and other devices on children and ado-

    lescents is a comprehensive ecological description of

    how they use these things. What is the ergonomic en-

    vironment at home, while playing games, when using

    notebook computers? What postures and movements

    are adopted? How long are activities or postures main-

    tained? What do children do that might in fact be pro-

    tective stand up, share tasks, work in spurts, for ex-

    ample? And what makes them feel more comfortable?

    Adults may be able to learn about better computer use

    behavior and conditions from children.

    As computers and related devices become ubiquitous

    and essential aspects of home, school and work life,

    there will not be a better time to investigate their impact

    and develop plans to limit or prevent possible adverse

    effects. A timely investigation and programmatic re-

    sponse may head off a potential epidemic. Understand-

    ing the impact of computer use in children will also

    allow the development of programs to teach healthy

    computer use habits that may reduce problems of sub-sequent workplace exposure. It will contribute to the

    designof better equipmentand softwareand, if need be,

    improve clinical diagnosis and treatment. Childrens

    use of computers may be a rare example of a public

    health hazard that can be nipped in the bud.

    Acknowledgements

    I would like to thank Dr. Margareta Nordin,

    Med.Dr.Sci., CIE, Director of the Graduate Program

    of Ergonomics and Biomechanics (ERBI) at New YorkUniversity and Dr. Manny Halpern, PhD, CPE, for

    their ongoing support of and contribution to my re-

    search and to the Children and Keyboard Ergonomics

    (CAKE) Project.

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