Citas bibligráficas
Malpartida, J., (2022). Características ergonómicas empleadas en el mobiliario para los gamers de computadora [Trabajo de investigación, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/661434
Malpartida, J., Características ergonómicas empleadas en el mobiliario para los gamers de computadora [Trabajo de investigación]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/661434
@misc{renati/400751,
title = "Características ergonómicas empleadas en el mobiliario para los gamers de computadora",
author = "Malpartida Torres, Jazmin",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
Video games have increased in popularity in recent years, due to the continuous technological advancement of computers, smartphones and consoles. These users, both in preparation and in competition, spend several hours sitting in front of a computer; therefore, it is necessary that they have the appropriate furniture to avoid suffering from cognitive or physical illnesses. Particularly, in Peru, there are places where gamers can attend, but they do not have adequate ergonomics in the furniture. Therefore, the purpose of this research is to determine the essential characteristics of furniture in the gamer field to promote the correct posture and gaming experience. Likewise, the results are presented as a guide for their elaboration. Therefore, this research work begins with the study and determination of the main ergonomic characteristics of office furniture. Specifically, those related to shape, volume, materiality, color, finishes and technological innovations were covered. Subsequently, qualitative analyzes were carried out around these variables and their applicability in the ergonomic furniture most used by gamers. Then, the average anthropometry of a Peruvian is defined. Likewise, the appropriate distribution for furniture focused on optimizing the performance of video game players is defined. Finally, comparisons are made of the particularities studied between the office and video game industries, in order to specify the usefulness of furniture in different contexts.
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