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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
281

Pour une esthétique du cinéma transludique : figures du jeu vidéo et de l'animation dans le cinéma d'effets visuels du tournant du XXIe siècle

Picard, Martin 08 1900 (has links)
Cette thèse propose une analyse croisée du cinéma et du jeu vidéo sous un angle interdisciplinaire afin de montrer la réappropriation et le remédiatisation des structures narratives et formelles du jeu vidéo dans le cinéma d’effets visuels du tournant du XXIe siècle. Plus spécifiquement, la thèse porte sur l’analyse de trois figures majeures du jeu vidéo et de l’animation dans la trilogie Matrix (Larry et Andy Wachowski, 1999-2003), dans Avalon (Mamoru Oshii, 2001) et dans Kung-Fu Hustle (Stephen Chow, 2004). La première section de la thèse consiste en une mise en place théorique par la présentation de certains paramètres esthétiques du cinéma d’effets visuels et du jeu vidéo. Quelques réflexions préliminaires sur l’esthétique du cinéma d’effets visuels sont d’abord esquissées avant de présenter les principales relations transmédiales entre le cinéma et le jeu vidéo. Ensuite, c’est le cinéma transludique qui est défini alors que le terme découle de la synergie singulière entre le cinéma et le jeu vidéo. Puisque le cinéma transludique concerne spécifiquement la récupération de l’esthétique du jeu vidéo dans le cinéma contemporain, les prémisses d’une esthétique du jeu vidéo sont alors établies. Dans la deuxième section, ce sont les figures et sous-figures au cœur de cette réflexion qui sont développées, pour ensuite les appliquer aux films du corpus. La première figure à l’étude est celle de l’exploration, alors que l’analyse de la signification de cette figure dans la conception de jeu vidéo et dans les récits cinématographiques de science-fiction montre l’importance de la navigation comme expérience spatio-temporelle dans les univers virtuels. Ensuite, c’est l’utilisation récurrente de la figure vidéoludique du niveau (level) dans le cinéma hybride contemporain qui est soulignée, figure qui structure autant le récit que la forme représentationnelle des films transludiques. Enfin, la figure de la métamorphose, indissociable du cinéma d’animation, est étudiée afin de souligner l’importance de cette figure dans la création numérique et d’expliquer la transformation de l’image qui affecte le cinéma transludique, image qualifiée d’image-frontière. / This thesis proposes an analysis between cinema and video games from an interdisciplinary standpoint to demonstrate the remediation of video games’ narrative structures and forms in visual effects-driven films of the early twenty-first century. More specifically, the thesis focuses on the analysis of three major figures of video games and animation films in The Matrix trilogy (Larry and Andy Wachowski, 1999-2003), Avalon (Mamoru Oshii, 2001) and Kung Fu Hustle (Stephen Chow, 2004). The first section of the thesis is a theoretical framework in which the aesthetic parameters of visual effects-driven films and video games are introduced. Some preliminary thoughts on the aesthetics of visual effects-driven films are first outlined before presenting the main transmedial relationships between cinema and video game. Then, it is the transludic cinema which is defined as the term derives from the unique synergy between cinema and video game. Since transludic cinema specifically concerns the remediation of the aesthetics of video games in contemporary cinema, the grounds of an aesthetics of video game are established. In the second section, the figures and subfigures at the heart of this thesis are developed, and then applied to an analysis of the films. The first figure to be discussed is the motif of exploration, where I analyze the significance of this figure in the video game design and science-fiction films narratives, and the meaning of navigation as a spatio-temporal experience in virtual worlds. Then, I demonstrate the use of the recurring figure of the game level in the contemporary hybrid cinema, which structures the narrative as much as the representational image. Finally, the figure of metamorphosis, an essential characteristic of animation, is being studied to highlight the importance of this figure in digital films. I also explain the transformation of the image that affects the transludic film, an image qualified as an “image-frontière”.
282

La représentation du métro dans le jeu vidéo d'horreur : désorientation, angoisse et terreur

Maheux, Frédérick 04 1900 (has links)
Ce mémoire s‘intéresse à la spatialité du jeu vidéo et à l‘adaptation vidéoludique de lieux réels. Il se concentre sur un lieu précis, le métro, et sur sa représentation dans le genre de l‘horreur. Cette recherche comprend trois niveaux d‘adaptation du lieu et de création spatiale, soit l‘adaptation systémique, l‘adaptation sociohistorique et finalement l‘adaptation technologique. À partir d‘exemples de jeux comparés aux réalités concrètes du métro, ces trois niveaux d‘adaptation sont analysés afin d‘explorer à la fois les impacts du lieu virtuel sur l‘expérience de jeu et les influences externes qui guident la conception vidéoludique. / This master thesis studies video games‘ spatiality and the ludic adaptation of real locations. It focuses on one specific location, the subway, and on its representation in the horror genre. The research is structured by three levels of adaptation : systemic, sociohistorical and technological. Based on examples of games compared with the reality of the subway, those three levels of adaptation enable at once an exploration of the impact of the virtual location on the gaming experience and of the external influences on the game design.
283

Énigme et énigmatique dans les jeux vidéo ˸ jouer avec le sens / Enigma and Enigmatic in Video Games ˸ Playing with Meaning

Ammouche, Selim 08 January 2019 (has links)
Les énigmes font partie des obstacles principaux que l’on rencontre dans les jeux vidéo. Si certains genres demandent de résoudre des puzzles, la plupart des jeux font également varier les défis en proposant au joueur des problèmes à résoudre. Là où l’affrontement contre des ennemis, le franchissement de plateformes, semblent être des éléments mieux définis dans les études vidéoludiques, les énigmes, quant à elle, posent un problème nouveau. Il s’agit en effet de figures bien antérieures aux jeux vidéo, qui s’y retrouvent sous des formes diverses et produisent des effets variés. Face à cette profusion, une étude de l’énigme vidéoludique doit s’intéresser aux deux pôles du problème : la figure de l’énigme – la rupture qu’elle créé dans la compréhension du jeu par le joueur – et l’effet énigmatique qui, sans offrir formellement une énigme, insuffle un doute quant à l’interprétation de l’expérience vidéoludique. D’une part, une telle réflexion figurale sur les jeux vidéo doit se faire en revenant sur l’évolution de cette figure et les grandes questions (métaphore, mimésis) qu’elle reformule en s’actualisant dans les dispositifs vidéoludiques. D’autre part, énigme et énigmatique se trouvent alors au cœur d’une réflexion sur la communication vidéoludique consacrée aux effets du jeu sur le joueur, mais également poétique puisqu’il faut envisager la force d’agir et la puissance créatrice du joueur qui cherche la solution. Les grandes structures énigmatiques qui parcourent le jeu vidéo et qui se retrouvent dans les énigmes (comme la quête) doivent également nous permettre de comprendre l’expérience du sens au cœur de ces enjeux herméneutiques. On propose alors de considérer, depuis la figure de l’énigme, la question de communication fondamentale que constitue l’étude du discours vidéoludique entre joueur et jeu. / Enigmas are one of the main obstacles of video games. If some genres require solving puzzles, most games also vary the challenges they face their player with by proposing problems to solve. If the confrontation against enemies or the crossing of platforms seem to be defined elements in video games studies, enigmas introduce a new problem. It is indeed a figure older than video gaming which presents itself through various forms and generates various effects. Faced with such a profusion, a study of video game enigmas should focus on the two poles of the problem: enigma as a figure – rupture it causes in the player's understanding of the game – and the enigmatic effect which, although without any formal enigma, instills a doubt as to the interpretation of the video game experience. On the one hand, a figural analysis of video games must be done while looking back at the evolution of the figure and the major questions (metaphor, mimesis) that it reformulates by operating in a specific way through video game apparatus. On the other hand, enigma and enigmatic and at the core of a consideration of videogame communication devoted to the effects of the game on the player, and also of a poetical consideration since one must reflect on the importance of the effectiveness and the creative force that the player seeking solutions conveys. The great enigmatic structures that develop through video games and can be found in enigmas (such as quest) will shed light on the understanding of the experience of meaning which is at the heart of these hermeneutic issues. While considering enigma as a figure, we draw attention to the fundamental communication matter that that the study of the video game discourse between the game and its player constitutes.
284

Virtuell verklighet som ett verktyg för tankfulla reflektioner inom digitala spel

Mehmedovic, Aziz, Sabanovic, Anes January 2019 (has links)
Med detta kandidatarbete så prövar samt undersöker vi möjligheterna till en “praxisgemenskap” inom Games for Change genom digitala spel med tekniken virtuell verklighet (VR). Genom prövningen i sig så testar sig denna undersökningen fram med en stark analysmetod från spelbranschen. Detta för att kunna definiera hur man kan skapa ett spel som får spelaren att tänka kring ett fåtal utvalda diskussionsämnen som baseras på i den digitala gestaltningen om vad som är GROW’em. Vår frågeställning är: “Hur kan man med hjälp av digitala spel inom VR förmedla diskussion samt tankar kring hortikultur?”, och vi har valt att gestalta detta genom att utveckla ett spel vid namn GROW’em. Nyfikenhet kring detta ämne väcktes inombords efter att vi undersökt närmare inom spelupplevelsen som GROW’em är baserad på. Men vad vi vet, efter att ha genomgått en lång sökhistorik, så finns det inte någon upplevelse som liknar den erfarenhet och område såsom hortikultur vilket vi vill komma åt. För att testa denna undersökning så gav vi diverse individer chansen att testspela igenom gestaltningens demo som varade mellan 10-15 minuter, dessa individer fick sedan besvara på ett frågeformulär kring deras spelupplevelse. Undersökningen resulterade i ett digitalt spel i samband med den fysiska hårdvaran av VR. Med resultat som ger till följd av nya synvinklar på en framtida planering av projektet. Dessa resultat gav även en indikation på hur rimlig vår undersökning är i mån av frågeställningen som vi ställer / With this bachelor thesis, we try and explore the possibilities of a "practice community" within Games for change through digital games with the technology of virtual reality (VR). Through the work itself, this study tests itself with a strong analysis method from the gaming industry. This is to be able to define how one can create a game that causes the player to think about a few selected discussion topics based on the digital design of what GROW’em is. Our question is: "How can one with the help of VR convey discussions and thoughts about horticulture?", which we have chosen to create this by developing a game called GROW’em. Curiosity about this subject was brought onto us after we examined in more detail within the gaming experience of what GROW'em is based on. But what we know, after having gone through a long search history, is that there’s no immersion that resembles the experience and areas as a horticultural culture that we want to access. To test this study, we gave different individuals the chance to try a demo that lasted between 10-15 minutes. These individuals then had to answer a questionnaire about their experience. The investigation resulted in a digital game in conjunction with the physical hardware of VR. With results that puts things in a new perspective on a future planning of the project. These answers also provided an indication of how reasonable our inquiry is, to the extent of the framing of a question that we ask.
285

Dor, síndromes e lesões músculo-esqueléticas em adolescentes e sua relação com computador e videogame. / Pain and musuloskeletal pain syndromes related to computer and video game use in adolescents.

Castellanos, Aura Ligia Zapata 24 August 2004 (has links)
Introdução: Os adolescentes usam freqüentemente Computador e videogame e podem estar expostos a desenvolver dores, lesões e síndromes do sistema músculo-esquelético. Objetivos: Avaliar e caracterizar a presença de dor, síndromes e lesões do sistema músculo-esquelético em adolescentes e relacioná-las com o uso de computador e videogame. Avaliar a ergonomia do uso do computador. Métodos: A população de estudo consistiu de 833 alunos de um colégio particular da cidade de São Paulo. Neles foi realizado um estudo transversal que incluiu: 1) Questionário com dados demográficos, características do uso dos aparelhos e sintomas dolorosos; 2) exame físico do aparelho músculo esquelético e 3) avaliação de alguns aspectos ergonômicos (postura e equipamentos) durante o uso do computador na escola. As seguintes doenças foram pesquisadas: fibromialgia juvenil, síndrome de hipermobilidade articular benigna, síndrome miofascial e lesões específicas dos membros superiores (tendinites, bursites e epicondilites). Na avaliação estatística foi realizada análise univariada por meio dos testes qui-quadrado, teste exato de Fischer, teste de Mann Whitney e análise multivariada por Regressão Logística. Os teste realizados foram bicaudais e o nível de significância adotado foi de 5% (p <= 0,05). Resultados: O estudo avaliou 791 alunos. A idade média foi de 14,17 ± 1,99 anos e a relação feminino:masculino foi de 1,1:1. 99% dos alunos utilizaram computador e 67% o usaram no dia anterior à pesquisa. 58% utilizaram videogame e 30% “minigame/gameboy". A disponibilidade e o uso dos aparelhos foi maior no sexo masculino (p < 0,001). Os alunos entre 10 e 14 anos utilizaram mais o videogame e o “minigame/gameboy" (p < 0,001) e os entre 15 e 18 o computador (p < 0,05). A utilização do videogame foi menor que o computador. Dor músculo-esquelética foi relatada por 312 alunos. 23% relataram dor na coluna vertebral, 9% nos membros superiores, 4% no músculo trapézio e 4%dor difusa. 11% dos alunos mencionaram que alguma das suas dores era desencadeada pelo uso do computador. Não foi evidenciada correlação entre a presença dor e o uso dos aparelhos. 359 alunos realizaram o exame físico, nestes a síndrome de hipermobilidade articular benigna foi encontrada em 10%, síndrome miofascial em 5%, tendinites em 2% e fibromialgia juvenil em 1%. Não foi observada correlação estatística entre a presença das entidades com a utilização dos aparelhos. A avaliação da ergonomia foi realizada em 402 alunos. Todos esses alunos apresentaram ergonomia inadequada em um ou mais dos aspectos avaliados. Conclusões: Os adolescentes usam o computador com tempo e freqüência consideráveis. A presença de dor, síndromes e lesões músculoesqueléticas não apresentou correlação com uso de computador ou videogame.Todos os alunos avaliados apresentaram ergonomia inadequada durante o uso do computador. / Introduction: Adolescents frequently use computer and video game and this may cause increased risk of pain, musculoskeletal pain syndromes and soft tissue injuries. Objectives: To evaluate and identify the presence of pain, musculoskeletal pain syndromes and soft tissue injuries in adolescents and correlate to computer and video game use. To evaluate ergonomics during computer use. Methods: The study group consisted of 833 adolescents from one private school in São Paulo, Brazil. A cross-sectional study was carried out that was composed of: a questionnaire with demographic data, use of computer and video game and presence of pain; clinical examination of the locomotor system and ergonomic evaluation of computer use. Juvenile fibromyalgia, benign joint hypermobility syndrome, myofascial syndrome, tendonitis, bursitis and epicondilitis were studied. Statistical analysis was carried out with Fisher, chi-square, Mann Whitney tests and Logistic Regression. In all of the statistical tests the level of significance was set at 5% (p <= 0.05) and were two-tailed. Results: 791 adolescent students were evaluated. The mean age was 14.17 ± 1.99 years and female/male relation was 1/1.1. The computer was used by 99% and 67% used the day before the survey, video game by 58% and minigame/gameboy by 30%. Computer and video game are more available to males and used more frequently by them (p < 0.001). The adolescents from 10 to 14 years (p < 0.001) reported more use of video game and minigame/gameboy and adolescents from 15 to 18 reported more use of computer (p < 0.05). The adolescents reported more use of computer than video game and minigame/gameboy. Pain was reported by 312 adolescents: 23% complained of back pain, 9% upper limbs pain, 4% diffuse pain and 4% pain in trapezium muscle. Pain related with computer use was reported in 11%. Statistical correlation was not observed between presence of any pain and use of either computer or video game. The clinical examination was carried out in 359 students. The musculoskeletal pain syndromes and soft tissue injuries was present in 56 students: benign joint hypermobility syndrome in 10%, myofascial syndrome in 5%, tendinitis in 2% and juvenile fibromyalgia in 1%. Statistical correlation was not observed between presence of musculoskeletal pain syndromes or soft tissue injuries and use of computer and video game. Ergonomic evaluation of computer use was carried out in 402 adolescents. All of these students presented inadequate ergonomics of computer use at school during computer class. Conclusions: Adolescents use frequently and for a considerable period of time computer and video game. Statistical correlation was not observed between presence of any pain and use of computer and video game. The presence of musculoskeletal pain syndromes and soft tissue injuries were not correlated to computer or video game use. All of the students presented inadequate ergonomics during of computer use.
286

Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management. / Plataforma de jogos digitais: uma revisão da literatura, uma avaliação empírica de qualidade e exclusividade no mercado de video-game e um estudo sobre gestão de projeto.

Higuchi, Marcelo Makoto 04 April 2018 (has links)
Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers. / Sem resumo.
287

Interface utilisateur dans le jeu vidéo : étude de l’immersion et de la transparence

Belthoise, Anouck 11 1900 (has links)
No description available.
288

Des dispositifs de contrainte : iconologie interartiale et vidéoludique des corps monstrueux / Of restraint apparatus : interartial and video gaming iconology of monstrous bodies.

Baychelier, Guillaume 21 June 2016 (has links)
La contrainte positive de Barney permet d’'aborder la capacité du dispositif à produire des usages qui, parce que contraints, s'avèrent féconds. Les corps monstrueux sont analysés dans le genre vidéoludique horrifique à partir de cette problématique de la fertilité artistique des dispositifs de contrainte développant une nouvelle approche iconologique tant des enjeux de la relation vidéoludique à l'image que du pouvoir générateur des monstres. Les dispositifs sont conçus comme parcours dont la spatialité est étroitement liée aux idées de clôture et d'obstacle. En écho à Jankélévitch, ces entraves se constituent en organes-obstacles engageant à une pratique où le malgré est paradoxalement le grâce-à. Le recours à l'entrave est souhaité en vue d'un processus génératif ne pouvant prendre corps qu'au risque de l'épreuve d'un déplaisir, d'une «horreur délicieuse» engageant à approfondir l'affinité entre le sublime et la façon dont les dispositifs de contrainte se constituent à travers l'expérience de plaisirs négatifs, d'une disconvenance conduisant selon Schiller à une convenance supérieure. Au-delà de la conjuration de la stupeur horrifiée, par l'artialisation de l' image, l'ouverture iconologique interartiale (picturale, vidéoplastique...) et mythologique permet la mise à jour heuristique de la genèse du monstrueux par un dispositif de contrainte (Tête de Méduse, Rubens) et de la résistance par impossibilité de la capture (Protée) qui conduit à examiner les dispositifs irréductibles à !'enclosure et la question de l'absence de contrainte comme contrainte paradoxale, induisant l' exercice de la mètis qui permet d'éviter l'achoppement dans le clos comme la perte dans l'ouvert. / The notion of positive restraint (Barney) brings to light the apparatuses' ability to produce practices that prove to be fertile, because restrained. Monstrous bodies in horror video games are analyzed from the perspective of the restraint apparatuses' artistic fertility, thus elaborating a new iconological approach to the image issues in videogames and monsters' generating power. Apparatuses are understood as routes whose spatialit is closely linked to the ideas of enclosure and obstacle. Echoing to Jankélévitch, these constraints establish organs-obstacles that set in motion a practice in which despife is paradoxically thanks to. Submitting to constraint engages a generalive process that can only take shape in the presence of a displeasure trial, a "delightful horror" leading us to investigate further the link between sublime and the way restraint apparatuses are grounded in the experience of negative pleasures, of a unsuitability leading, according to Schiller, to a superior suitability. Beyond discharging oneself from horrified stupor by the "artialisation" of the image, the interartial iconological (pictorial, video...) and mythological fields allow us to explore the genesis of monstrosity by restrainl apparatuses (Rubens' Medusa). It also underlines the idea of resistance by the impossibility of capture (Proteus) that leads us to examine the apparatuses without considering them as necessarily linked to closure, and the question of the lack of restraint considered as a paradoxical restraint, which leads to the practice of mètis that enables to avoid stumbling in closed spaces as well as getting lost in wide open spaces.
289

The Difference in Differentness: Low-Risk, High-Budget versus Innovation and Creativity : An exploratory view from a game-designer’s perspective / Skillnaden i olikhet: Lågrisk, Hög-budget versus Innovation och Kreativitet : En utforskande vy från en speldesignersperspektiv

Stojnić, Slavko January 2019 (has links)
With what seems like decades of debate behind us, low-risk, high-budget, high exposure releases are still seen as a threat to creativity, innovation and health of the game industry as a whole. This exploratory pilot study aims to evaluate methods and create instruments which can be used to measure and compare the levels of differentness contained within the AAA and Indie releases. The case studies and surveys performed within this study are assessed as viable instruments for future, confirmatory studies, but with serious limitations outside of the chosen data sample. / Med vad som verkar som årtionden av debatt bakom oss, spel som publiceras med lågrisk, hög-budget och hög exponering fortfarande betraktas som ett hot mot kreativitet, innovation och hälsan av hela spelindustrin. Denna utforskande pilotstudie syftar till att utvärdera metoder och skapa instrument som kan användas för att mäta och jämföra skillnadsnivån (olikhet) inom AAA och Indie spel. Fallstudier och enkäter som utfördes inom denna studie bedöms som genomförbara instrument för framtida, bekräftande studier, med allvarliga begränsningar utanför den valda datamängden.
290

Dor, síndromes e lesões músculo-esqueléticas em adolescentes e sua relação com computador e videogame. / Pain and musuloskeletal pain syndromes related to computer and video game use in adolescents.

Aura Ligia Zapata Castellanos 24 August 2004 (has links)
Introdução: Os adolescentes usam freqüentemente Computador e videogame e podem estar expostos a desenvolver dores, lesões e síndromes do sistema músculo-esquelético. Objetivos: Avaliar e caracterizar a presença de dor, síndromes e lesões do sistema músculo-esquelético em adolescentes e relacioná-las com o uso de computador e videogame. Avaliar a ergonomia do uso do computador. Métodos: A população de estudo consistiu de 833 alunos de um colégio particular da cidade de São Paulo. Neles foi realizado um estudo transversal que incluiu: 1) Questionário com dados demográficos, características do uso dos aparelhos e sintomas dolorosos; 2) exame físico do aparelho músculo esquelético e 3) avaliação de alguns aspectos ergonômicos (postura e equipamentos) durante o uso do computador na escola. As seguintes doenças foram pesquisadas: fibromialgia juvenil, síndrome de hipermobilidade articular benigna, síndrome miofascial e lesões específicas dos membros superiores (tendinites, bursites e epicondilites). Na avaliação estatística foi realizada análise univariada por meio dos testes qui-quadrado, teste exato de Fischer, teste de Mann Whitney e análise multivariada por Regressão Logística. Os teste realizados foram bicaudais e o nível de significância adotado foi de 5% (p <= 0,05). Resultados: O estudo avaliou 791 alunos. A idade média foi de 14,17 ± 1,99 anos e a relação feminino:masculino foi de 1,1:1. 99% dos alunos utilizaram computador e 67% o usaram no dia anterior à pesquisa. 58% utilizaram videogame e 30% “minigame/gameboy”. A disponibilidade e o uso dos aparelhos foi maior no sexo masculino (p < 0,001). Os alunos entre 10 e 14 anos utilizaram mais o videogame e o “minigame/gameboy” (p < 0,001) e os entre 15 e 18 o computador (p < 0,05). A utilização do videogame foi menor que o computador. Dor músculo-esquelética foi relatada por 312 alunos. 23% relataram dor na coluna vertebral, 9% nos membros superiores, 4% no músculo trapézio e 4%dor difusa. 11% dos alunos mencionaram que alguma das suas dores era desencadeada pelo uso do computador. Não foi evidenciada correlação entre a presença dor e o uso dos aparelhos. 359 alunos realizaram o exame físico, nestes a síndrome de hipermobilidade articular benigna foi encontrada em 10%, síndrome miofascial em 5%, tendinites em 2% e fibromialgia juvenil em 1%. Não foi observada correlação estatística entre a presença das entidades com a utilização dos aparelhos. A avaliação da ergonomia foi realizada em 402 alunos. Todos esses alunos apresentaram ergonomia inadequada em um ou mais dos aspectos avaliados. Conclusões: Os adolescentes usam o computador com tempo e freqüência consideráveis. A presença de dor, síndromes e lesões músculoesqueléticas não apresentou correlação com uso de computador ou videogame.Todos os alunos avaliados apresentaram ergonomia inadequada durante o uso do computador. / Introduction: Adolescents frequently use computer and video game and this may cause increased risk of pain, musculoskeletal pain syndromes and soft tissue injuries. Objectives: To evaluate and identify the presence of pain, musculoskeletal pain syndromes and soft tissue injuries in adolescents and correlate to computer and video game use. To evaluate ergonomics during computer use. Methods: The study group consisted of 833 adolescents from one private school in São Paulo, Brazil. A cross-sectional study was carried out that was composed of: a questionnaire with demographic data, use of computer and video game and presence of pain; clinical examination of the locomotor system and ergonomic evaluation of computer use. Juvenile fibromyalgia, benign joint hypermobility syndrome, myofascial syndrome, tendonitis, bursitis and epicondilitis were studied. Statistical analysis was carried out with Fisher, chi-square, Mann Whitney tests and Logistic Regression. In all of the statistical tests the level of significance was set at 5% (p <= 0.05) and were two-tailed. Results: 791 adolescent students were evaluated. The mean age was 14.17 ± 1.99 years and female/male relation was 1/1.1. The computer was used by 99% and 67% used the day before the survey, video game by 58% and minigame/gameboy by 30%. Computer and video game are more available to males and used more frequently by them (p < 0.001). The adolescents from 10 to 14 years (p < 0.001) reported more use of video game and minigame/gameboy and adolescents from 15 to 18 reported more use of computer (p < 0.05). The adolescents reported more use of computer than video game and minigame/gameboy. Pain was reported by 312 adolescents: 23% complained of back pain, 9% upper limbs pain, 4% diffuse pain and 4% pain in trapezium muscle. Pain related with computer use was reported in 11%. Statistical correlation was not observed between presence of any pain and use of either computer or video game. The clinical examination was carried out in 359 students. The musculoskeletal pain syndromes and soft tissue injuries was present in 56 students: benign joint hypermobility syndrome in 10%, myofascial syndrome in 5%, tendinitis in 2% and juvenile fibromyalgia in 1%. Statistical correlation was not observed between presence of musculoskeletal pain syndromes or soft tissue injuries and use of computer and video game. Ergonomic evaluation of computer use was carried out in 402 adolescents. All of these students presented inadequate ergonomics of computer use at school during computer class. Conclusions: Adolescents use frequently and for a considerable period of time computer and video game. Statistical correlation was not observed between presence of any pain and use of computer and video game. The presence of musculoskeletal pain syndromes and soft tissue injuries were not correlated to computer or video game use. All of the students presented inadequate ergonomics during of computer use.

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