Analisis Risiko Text Next Syndrome Pada Pemain Game Smartphone (Studi Kasus : Mahasiswa Teknik Industri Fakultas Teknik Universitas Mulawarman)
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Aditiya Ikhwanudin, Theresia Amelia Pawitra

Analisis Risiko Text Next Syndrome Pada Pemain Game Smartphone (Studi Kasus : Mahasiswa Teknik Industri Fakultas Teknik Universitas Mulawarman)

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Introduction

Analisis risiko text next syndrome pada pemain game smartphone (studi kasus : mahasiswa teknik industri fakultas teknik universitas mulawarman). Mahasiswa gamer smartphone berisiko TNS. Studi Universitas Mulawarman menganalisis hubungan waktu layar, postur main, dan disabilitas leher. Temukan risiko & tingkat keparahan TNS.

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Abstract

The use of smartphones for gaming among university students is increasing and often carried out for long durations with poor ergonomic posture. This condition has the potential to cause musculoskeletal disorders, one of which is Text Neck Syndrome (TNS), characterized by neck pain and disability due to excessive forward head flexion. This study aimed to analyze the risk of TNS among Industrial Engineering students at Mulawarman University who play smartphone games and to identify the relationship between screen time and playing posture with the level of neck disability. This research employed a quantitative design with a descriptive analytic approach. The study population consisted of 265 active students from the 2020–2024 cohorts. The sample was determined using purposive sampling, and 50 respondents who met the inclusion criteria were selected. Data were collected using the Neck Disability Index (NDI). Data analysis was performed descriptively and with the Spearman Rank test to examine the relationship between screen time, playing posture, and NDI scores. The results showed that most respondents experienced mild disability (34%), followed by moderate disability (26%), no disability (18%), severe disability (12%), and very severe disability (10%). Respondents with >5 hours of screen time per day had a higher proportion of moderate to severe disability. Moreover, students who played in a cross-legged sitting posture were more likely to experience moderate to very severe disability (63%) compared to those who played while sitting on a chair (44%). In conclusion, university students who play smartphone games are at risk of developing TNS with varying levels of disability, particularly those with longer screen time and cross-legged posture.


Review

This paper addresses a highly relevant and growing public health concern: the risk of Text Neck Syndrome (TNS) among university students who engage in prolonged smartphone gaming. The study effectively highlights the potential for musculoskeletal disorders arising from poor ergonomic posture and extended screen time, making its objective — analyzing TNS risk and its association with screen time and posture — particularly pertinent. The focus on a specific student population (Industrial Engineering students at Mulawarman University) provides a clear scope for this timely case study, underscoring the importance of understanding the health impacts of modern digital habits. Methodologically, the research employed a sound quantitative, descriptive analytic design. The use of the Neck Disability Index (NDI) for data collection is an appropriate and standard tool for assessing neck pain and disability levels. While the purposive sampling yielded 50 respondents from a larger population, the study's findings are compelling. It quantitatively demonstrates that a significant proportion of the student sample (82%) experiences some level of neck disability, with 34% having mild and 26% moderate disability. Crucially, the study successfully identifies significant correlations, showing that prolonged screen time (over 5 hours daily) and specific playing postures (cross-legged sitting) are associated with a higher likelihood and severity of TNS-related disability. The application of the Spearman Rank test to explore these relationships adds statistical rigor to the findings. This study provides valuable insights into the prevalence and risk factors of TNS among university students who play smartphone games. Its strength lies in clearly articulating the risk and identifying specific modifiable behaviors (screen time and posture) that contribute to neck disability. While the sample size of 50 respondents from a single department might limit the direct generalizability of the findings to a broader student population, it serves as a strong preliminary case study that effectively demonstrates the problem. Future research could expand on these findings by conducting larger-scale studies across multiple universities and disciplines, potentially incorporating longitudinal designs to assess causality more directly. Nevertheless, the implications are immediate and practical, strongly suggesting the need for awareness campaigns and ergonomic education for students to mitigate the risks associated with smartphone gaming.


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