Home   >   CSC-OpenAccess Library   >    Manuscript Information
Quantifying Finger Strain In Video Gaming
Farhana Afreen Proma, Sheik Imrhan, Mark Ricard
Pages - 19 - 35     |    Revised - 30-11-2018     |    Published - 31-12-2018
Volume - 8   Issue - 1    |    Publication Date - December 2018  Table of Contents
MORE INFORMATION
KEYWORDS
Video Gaming, Joint Kinematics, Electromyography (EMG) Muscle Activity.
ABSTRACT
This study aims to provide a quantitative inventory of the strain in finger joints due to a video gaming activity- in terms of joint kinematics, and muscle activation. Ten subjects played a video game on a PSIII gaming console using a sequenced (predefined movements) and a natural (random movements) gaming protocol. Joint angles, velocities and accelerations of the metacarpophalangeal (MCP) and the interphalangeal (IP) joints of the index finger and thumb were captured, using a Vicon system, and modelled in Visual 3D. At the same time, electromyography (EMG) signals were collected from the first dorsal interosseous (FDI) and the extensor digitorum (ED) muscles. The results showed that, at the thumb, flexion-extension of the interphalangeal joint attained very high velocities and accelerations; and, at the index finger, higher velocities and accelerations were attained by the distal interphalangeal joint. For both gaming scenarios, the proximal interphalangeal joint of the index finger attained high flexion-extension angles, which may be attributed to the shape of the game controller. The natural gaming protocol required higher levels of kinematic and muscular efforts. For both gaming protocols, the ED muscle showed greater muscular activity than the FDI muscle. The information acquired from this study is novel and provides a description of finger kinematics that may be useful for design improvements of game controllers to mitigate the risks for overuse injuries.
1 Google Scholar 
2 ResearchGate 
3 Doc Player 
4 Scribd 
5 SlideShare 
A. Lenhart, J. Kahne, . Middaugh, A.R. Macgill, C. Evans, & J.Vitak (2008). "Teens, Video Games, and Civics: Teens". Pew internet & American life project, 76.
A.N. Lay, C.J. Hass, T.R. Nichols & R. J.Gregor (2007). The effects of sloped surfaces on locomotion: an electromyographic analysis. Journal of biomechanics, 40(6), 1276-1285.
C-Motion Research Biomechanics (2014) "Inverse Kinematics".
D.E. Angelaki & J.F. Soechting (1993). Non-uniform temporal scaling of hand and finger kinematics during typing. Experimental brain research, 95(2), 319-329.
E. Gustafsson, P.W. Johnson & M. Hagberg (2010). Thumb postures and physical loads during mobile phone use - a comparison of young adults with and without musculoskeletal symptoms. Journal of Electromyography and Kinesiology, 20, 127-135.
Entertainment Software Association (2013). "Essential Facts About The Computer and Video Game Industry: 2013 Sales, Demography And Usage Data".
F. Hossini, R. Rezaeeshrazi, M.H.Salehian, & A. Dana(2011). The effect of violent and non-violent computer games on changes in salivary cortisol concentration in male adolescents. Annals of Biological Research, 2, 175-8.
F.Wilcoxon (1945). Individual comparisons by ranking methods. Biometrics bulletin, 80-83.
H.B. Mann & D.R.Whitney (1947). On a test of whether one of two random variables is stochastically larger than the other. The annals of mathematical statistics, 50-60.
J. Bonis(2007). Acute Wiiitis. New Eng J. of Med. 356, 2431-2432.
J.A. Buckwalter (1998). Articular cartilage: injuries and potential for healing. Journal of Orthopaedic & Sports Physical Therapy, 28(4), 192-202.
K. Fredriksson (1995). Laboratory work with automatic pipettes: a study on how pipetting affects the thumb. Ergonomics, 38(5), 1067-1073.
L. Graves, G. Stratton, N.D. Ridgers,& N.T. Cable, (2008). Energy expenditure in adolescents playing new generation computer games. British journal of sports medicine, 42(7), 592-594.
M. P. Nett, M. S.Collins, & J. W. Sperling (2008). Magnetic resonance imaging of acute "wiiitis" of the upper extremity. Skeletal radiology, 37(5), 481-483.
N.A. Baker, C. Rakie, E.H. Cidboy, J. Cook, M.S. Redfern (2007). Kinematics of the fingers and hands during computer keyboard use. Clinical Biomechanics, 22 (2007) 34-43.
N.A. Hogg (2010). "Design of thumb keyboards: Performance, effort and kinematics".Thesis submitted to Univ of Waterloo.
N.Ravaja, M. Salminen, J.Holopainen, T. Saari, J. Laarni, & A. Järvinen (2004). "Emotional response patterns and sense of presence during video games: Potential criterion variables for game design". In Proceedings of the third Nordic conference on Human-computer interaction (pp. 339-347). ACM.
O. Merhi, E. Faugloire, M. Flanagan & T.A. Stoffregen (2007). Motion sickness, console video games, and head-mounted displays. Human Factors: The Journal of the Human Factors and Ergonomics Society, 49(5), 920-934
P.F. Kendall & E.K. McCreary (1983). "Muscles Testing and Function" (Third Edition). Baltimore, MD: William and Wilkins.
P.L. Kuo, D.L. Lee, D.L. Jindrich, & J.T. Dennerlein (2006). Finger joint coordination during tapping. Journal of Biomechanics, 39(16), 2934-2942
P.T. Hakala, A.H. Rimpela, ,L. A. Saarni, J.J. Salminen (2006). Frequent computer-related activities increase the risk of neck-shoulder and low back pain in adolescents. European Journal of Public Health, 16(5), 536-541.
R. Brasington (1990). Nintendinitis. New Eng. J of Medicine. 322, 1473-1474.
R. Maddison, C.N. Mhurchu, A. Jull, Y. Jiang, H. Prapavessis, & A. Rodgers (2007). Energy expended playing video console games: an opportunity to increase children's physical activity?. Pediatric exercise science, 19(3), 334.
S. A. Karim (2005). Playstation thumb-a new epidemic in children. South African Medical Journal, 95(6), 412.
S. Berolo, R.P. Wells, B.C. Ammick III (2011). Musculoskeletal symptoms among mobile and-held device users and their relationship to device use: A preliminary study in a Canadian university population. Applied Ergonomics, 42, 371-378.
S. Furuya, M. Flanders, & J. F. Soechting (2011). Hand kinematics of piano playing. Journal of neurophysiology, 106(6), 2849-2864.
S. Tanaka, M. Petersen, & L. Cameron(2001). Prevalence and risk factors of tendinitis and related disorders of the distal upper extremity among US workers: Comparison to carpal tunnel syndrome. American journal of industrial medicine, 39(3), 328-335.
S.D. Bella & C. Palmer (2011). Rate effects on timing, key velocity, and finger kinematics in piano performance. PLoS ONE 6(6), e20518.
T.K. Amell, and S. Kumar (1999). Cumulative trauma disorders and keyboarding work. International Journal of Industrial Ergonomics 25, 69-78.
W. Goebl, & C. Palmer (2013). Temporal Control and Hand Movement Efficiency in Skilled Music Performance. PloS one, 8(1), e50901.
X. Wang, & A. C. Perry (2006). Metabolic and physiologic responses to video game play in 7-to 10-year-old boys. Archives of Pediatrics & adolescent medicine, 160(4), 411.
Z. Hussain & M.D. Griffiths (2009). The attitudes, feelings, and experiences of online gamers: a qualitative analysis. CyberPsychology & Behavior. 12(6): 747-753.
Dr. Farhana Afreen Proma
University of Texas at Arlington - United States of America
faproma@gmail.com
Dr. Sheik Imrhan
University of Texas at Arlington - United States of America
Dr. Mark Ricard
University of Texas at Arlington - United States of America


CREATE AUTHOR ACCOUNT
 
LAUNCH YOUR SPECIAL ISSUE
View all special issues >>
 
PUBLICATION VIDEOS