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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
Video Gaming, Joint Kinematics, Electromyography (EMG) Muscle Activity.
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.
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Dr. Farhana Afreen Proma
University of Texas at Arlington - United States of America
Dr. Sheik Imrhan
University of Texas at Arlington - United States of America
Dr. Mark Ricard
University of Texas at Arlington - United States of America