Volume 22, Issue 3 (10-2026)                   J Health Syst Res 2026, 22(3): 530-537 | Back to browse issues page

Research code: IR.UT.SPORT.REC.1402.030
Ethics code: IR.UT.SPORT.REC.1402.030


XML Persian Abstract Print


Download citation:
BibTeX | RIS | EndNote | Medlars | ProCite | Reference Manager | RefWorks
Send citation to:

Rahmani P, Karimzadeh-Ardakani M, Hosseini S M, Sedighi Z. The Effect of Computer Gaming on Forward Head Posture and Neck Proprioception in Male Students with Existing Postural Deviations. J Health Syst Res 2026; 22 (3) :530-537
URL: http://hsr.mui.ac.ir/article-1-1950-en.html
1- Department of Health and Sports Medicine, School of Sport Sciences and Health, University of Tehran, Tehran, Iran
2- Associate Professor, Department of Health and Sports Medicine, School of Sport Sciences and Health, University of Tehran, Tehran, Iran
3- Assistant Professor, Department of Healthy and Sports Rehabilitation, School of Sport Sciences and Health, Shahid Beheshti University, Tehran, Iran
4- Department of Sports Sciences, Na. C., Islamic Azad University, Najafabad, Iran
Abstract:   (268 Views)
Background: Given the high prevalence of forward head posture (FHP) among students, preventive and therapeutic interventions for this condition are essential. The widespread use of screen-based technologies has increased significantly, with children showing greater interest in computer games compared to traditional physical activities. This study aimed to investigate the effects of computer-based games on FHP and neck proprioception in male students diagnosed with FHP.
Methods: This semi-experimental study employed a pretest-posttest control group design. The study population consisted of 30 male students aged 7–12 years from Takestan City, Iran, who were diagnosed with FHP. Participants were selected through purposive sampling and randomly assigned to either a computer game intervention group or a control group. During the pretest phase, neck proprioception was evaluated using an angle-repositioning test, and FHP was measured via lateral photography. The intervention group engaged in computer-based games for 8 weeks (2 sessions per week, 30 minutes per session), while the control group participated in non-intervention activities. Following the intervention, a posttest phase was administered, replicating the pretest procedure by first evaluating neck proprioception. Data were analyzed using analysis of covariance (ANCOVA).
Findings: Computer gaming significantly improved both the FHP and neck proprioception in male students with this condition (P < 0.05).
Conclusion: Overall, the results of this study highlight the significant impact of computer gaming on FHP and neck proprioception in male students with FHP. Such interventions offer beneficial effects that can be utilized to improve postural control.
Full-Text [PDF 1499 kb]   (73 Downloads)    
Type of Study: Research | Subject: education health and promotion
Received: 2024/12/20 | Accepted: 2025/04/20 | Published: 2026/10/7

Add your comments about this article : Your username or Email:
CAPTCHA

Send email to the article author


Rights and permissions
Creative Commons License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

© 2026 CC BY-NC 4.0 | Journal of Health System Research

Designed & Developed by: Yektaweb