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1.
In this issue, the previous two articles by Hamby and colleagues and Vega and O'Leary are concerned with whether the method of administration and format of the Conflict Tactics Scale influence participant responses. Because they examine different aspects of the same measure, I was asked to conclude the issue by writing a brief summary and integration of the two articles.  相似文献   

2.
The purpose of this study was to determine the average time school children spend on computers and electronic games, the positions they assume, and any associated discomfort related to their use. A twenty three-point questionnaire was distributed to 476 children in first to eighth grade from three parochial schools in one of the New York City boroughs. The findings of this study suggest that children use the computer and electronic games differently than adults and that more boys than girls engage in electronic game playing. Results clearly indicated that children are experiencing discomfort from the use of computers or electronic games, and that the discomfort is largely concentrated in the neck region. Occupational therapy could be instrumental in terms of educating the children, their parents/guardians, and their teachers on proper body mechanics, applications of ergonomically suited workstations, and the use of rest/stretch breaks while engaged in computing and electronic game playing.  相似文献   

3.
ABSTRACT

This article applies sociological theories of ‘craft’ to computer gaming practices to conceptualise the relationship between play, games, and labour. Using the example of the game Dota 2, as both a competitive esport title and a complex game based around a shared practice, this article examines the conditions under which the play of a computer game can be considered a ‘craft’. In particular, through the concept of ‘prehension’, we dissect the gameplay activity of Dota 2, identifying similarities with how the hand practices craft labour. We identify these practices as ‘contact’, ‘apprehension’, ‘language acquisition’ and ‘reflection’. We argue that players develop these practices of the hand to make sense of the game’s rules and controls. From this perspective, it is the hand that initiates experiences of craft within computer gameplay, and we offer examples of player creativity and experimentation to evidence its labour. The article concludes with a discussion on the need for future research to examine the quality of gaming labour in the context of esports.  相似文献   

4.
The aims of this study were to investigate work conditions, to estimate the prevalence and to describe risk factors associated with Computer Vision Syndrome among two call centers' operators in S?o Paulo (n = 476). The methods include a quantitative cross-sectional observational study and an ergonomic work analysis, using work observation, interviews and questionnaires. The case definition was the presence of one or more specific ocular symptoms answered as always, often or sometimes. The multiple logistic regression model, were created using the stepwise forward likelihood method and remained the variables with levels below 5% (p < 0.05). The operators were mainly female and young (from 15 to 24 years old). The call center was opened 24 hours and the operators weekly hours were 36 hours with break time from 21 to 35 minutes per day. The symptoms reported were eye fatigue (73.9%), "weight" in the eyes (68.2%), "burning" eyes (54.6%), tearing (43.9%) and weakening of vision (43.5%). The prevalence of Computer Vision Syndrome was 54.6%. Associations verified were: being female (OR 2.6, 95% CI 1.6 to 4.1), lack of recognition at work (OR 1.4, 95% CI 1.1 to 1.8), organization of work in call center (OR 1.4, 95% CI 1.1 to 1.7) and high demand at work (OR 1.1, 95% CI 1.0 to 1.3). The organization and psychosocial factors at work should be included in prevention programs of visual syndrome among call centers' operators.  相似文献   

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