Marjut Wallenius
University of Tampere
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Publication
Featured researches published by Marjut Wallenius.
BMC Musculoskeletal Disorders | 2012
Paula T Hakala; Lea Saarni; Raija-Leena Punamäki; Marjut Wallenius; Clas-Håkan Nygård; Arja Rimpelä
BackgroundMusculoskeletal symptoms among adolescents are related to the time spent using a computer, but little is known about the seriousness of the symptoms or how much they affect everyday life. The purpose of the present study was to examine the intensity of musculoskeletal pain and level of inconvenience to everyday life, in relation to time spent using a computer.MethodsIn a survey, 436 school children (12 to 13 and 15 to 16 years of age), answered a questionnaire on musculoskeletal and computer-associated musculoskeletal symptoms in neck-shoulder, low back, head, eyes, hands, and fingers or wrists. Pain intensity (computer-associated symptoms) and inconvenience to everyday life (musculoskeletal symptoms) were measured using a visual analogue scale. Based on the frequency and intensity, three categories were formed to classify pain at each anatomic site: none, mild, and moderate/severe. The association with time spent using the computer was analyzed by multinomial logistic regression.ResultsModerate/severe pain intensity was most often reported in the neck-shoulders (21%); head (20%); and eyes (14%); and moderate/severe inconvenience to everyday life was most often reported due to head (29%), neck-shoulders (21%), and low back (16%) pain. Compared with those using the computer less than 3.6 hours/week, computer use of ≥ 14 hours/week, was associated with moderate/severe increase in computer-associated musculoskeletal pain at all anatomic sites (odds ratio [OR] = 2.9-4.4), and moderate/severe inconvenience to everyday life due to low back (OR = 2.5) and head (OR = 2.0) pain.ConclusionsMusculoskeletal symptoms causing moderate/severe pain and inconvenience to everyday life are common among adolescent computer users. Daily computer use of 2 hours or more increases the risk for pain at most anatomic sites.
International Journal of Behavioral Development | 2009
Raija-Leena Punamäki; Marjut Wallenius; Hanna Hölttö; Clas-Håkan Nygård; Arja Rimpelä
The study aims were, first, to examine the associations between the type and intensity of ICT (Information and Communication Technology) and peer and parent relationships. Second, the study explored gender- and age-specific ICT usage and their associations with peer and parent relationships. The participants were 478 Finnish 10- and 13-year-old girls and boys. They reported the frequencies of digital game playing, using a computer for information seeking, communication, and Internet surfing, and evaluated the qualities of peer relationships (popularity, loneliness, and friendship) and communication with mother and father (open and conflicting). As hypothesized, intensive usage of ICT for entertainment (digital playing and Internet surfing) was associated with poor relations with both peers and parents, while intensive usage of ICT for communication (email and chat rooms) was associated with good peer relations, and poor parent relations. The associations were, however, gender-specific. Among girls intensive digital game playing was associated with poor mother—daughter and among boys with poor father—son communication. ICT is discussed as provider of new tools for playing, exploring, and communicating in childhood and adolescence.
Journal of Youth and Adolescence | 2007
Marjut Wallenius; Raija-Leena Punamäki; Arja Rimpelä
The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression, especially at age 10, but only among boys. The moderating role of social intelligence was substantiated among older boys: game violence was associated with indirect aggression among those with high level of social intelligence. Further, as hypothesized, digital game playing was associated with direct aggression especially when parent-child communication was poor, but only among boys. Our findings emphasize the importance of individual and situational factors as moderators of the link between game violence and aggression.
European Journal of Personality | 2000
Marjut Wallenius
The study examined the relations between personal project level of abstraction, project conflict and psychological well‐being. The revised Littles Personal Project Inventory was completed by 167 adults around the age of 30, and the amount of conflict experienced between the projects as well as the level of depression and life satisfaction were rated. Level refers to the degree of generality versus specificity of the projects. Project level of abstraction and conflict were negatively related to each other. Abstract projects were appraised as meaningful and they tended to be stressful. Abstract and stressing projects were typical of depression and of single persons. Conflict was interpreted practically, reflecting, for instance, lack of time, and it characterized less meaningful projects. Blue collar workers had less conflicting project systems than groups with middle level or academic education. Project level of abstraction and project conflict were not related to life satisfaction or gender. Copyright
Sleep Disorders | 2014
Sandra Ononogbu; Marjut Wallenius; Raija-Leena Punamäki; Lea Saarni; Harri Lindholm; Clas-Håkan Nygård
Objective. To determine the association between intensity of information and communication technology (ICT) usage and quality of sleep in school-aged children during a school week. Methods. In all 61 subjects, 10–14 years of age, a quasiexperimental laboratory study where criterions for inclusion were absence of prior medical condition and duration of ICT use. A portable device (Holter monitor) was used to measure heart rate variability (HRV) over a 24-hour period, while activity diary was used to record in 15-minute intervals ICT use and sleep and wake up time. Low and high ICT user groups were formed according to their intensity of ICT use. Statistical analysis was done with two independent samples tests and factorial ANCOVA. Results. The higher ICT users showed a lower sleep time standard deviation of normal to normal interval (SDNN) measures in comparison to the low ICT users. Conclusion. The intensive ICT use was associated with poorer quality of sleep indicated by physiological measures among children and adolescents. Knowing the crucial role of healthy sleep in this age, the results are reason for concern.
Journal of Adolescence | 2007
Raija-Leena Punamäki; Marjut Wallenius; Clase-Håkan Nygård; Lea Saarni; Arja Rimpelä
Journal of Applied Developmental Psychology | 2008
Marjut Wallenius; Raija-Leena Punamäki
Journal of Environmental Psychology | 1999
Marjut Wallenius
Journal of Environmental Psychology | 2004
Marjut Wallenius
Journal of Applied Developmental Psychology | 2009
Marjut Wallenius; Arja Rimpelä; Raija-Leena Punamäki; Tomi Lintonen