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  • 标题:Musculoskeletal Consequences in Cyber-Addicted Students - Is It Really A Matter of Health? A ROC Curve Analysis for Prioritizing Risk Factors
  • 本地全文:下载
  • 作者:Rashid Heidarimoghadam ; Alireza Mortezapour ; Fakhradin Ghasemi
  • 期刊名称:Journal of Research in Health Sciences
  • 印刷版ISSN:1682-2765
  • 出版年度:2020
  • 卷号:20
  • 期号:2
  • 页码:1-5
  • DOI:10.34172/jrhs.2020.10
  • 出版社:Hamadan University of Medical Sciences
  • 摘要:Background: The high prevalence and also multiple consequences of addiction to various online content, including online games and social networks, have become a major challenge. The ability to predict musculoskeletal disorders from this addiction can help reveal in students' health status in the near future. The aim of this study was to determine the prevalence of this addiction and the ability to predict neck pain from this matter in students. Study Design: A cross sectional study. Methods: This study was carried out among 665 students. Data collection was performed through three questionnaires on problematic use of online games, social networking addiction, and Nordic musculoskeletal disorders. Data were compared with Chi-square and independent T-test, and the logistic regression model was then presented at a significant level of 0.05. Finally, the area under the receiver operating characteristic (ROC) curve and Discriminant analysis were conducted to clarify associations. Results: The prevalence of Internet-related content addiction was 32.8%. The results showed that addiction to social networks and online games can increase the risk of neck disorder. Also 0.58 area under ROC curve depicted the ability to predict neck pain from this addiction. Conclusions: In students with internet - related content addiction, neck disorder can be predicted. Given the high prevalence of internet addiction in students, it is essential to take immediate and appropriate interventions to avoid the associated adverse effects such as neck problems.
  • 关键词:Addiction Medicine;Addictive;Behavior;Neck Pain;Social media;Video Games
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