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The main purpose of this paper is to raise awareness about the challenges of conducting field research on teams in global firms. Numerous methodological issues arise when studying teams that span multiple boundaries. Clinicians should counsel their musician patients on strategies to minimize risks, and additional research is needed to identify specific causes of illnesses in musician populations. A history of behavioral health disorder was associated with development of focal dystonia. Practice time and history of PRMD/PRP were both associated with development of PRMD/PRP and focal dystonia. Medical literature suggests several risk factors for multiple disease categories. The search returned 174 possible articles which, after review and exclusion, yielded 88 articles. The aim of this study is to review recent medical literature documenting occupational hazards in musicians.Īuthors performed a literature review of publications related to musician performance-related musculoskeletal disorders (PRMDs) and performance-related pain (PRP), behavioral health disorders, dystonias, and hearing loss, published from 2004 to 2019 PubMed.
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Musculoskeletal pathologies, behavioral health disorders, hearing loss, and dystonias account for the majority of reasons a musician seek medical care. Department of Defense employs more musicians than any other organization in the USA with over 6,000 musicians employed. Our results underline the importance of taking work-related variables into account when researching work gamification. Quantitative findings showed positive effects of work gamification on work enjoyment, and on productivity only for employees with leadership responsibilities. Employees without leadership responsibilities used it as a trigger for self-motivation employees with leadership responsibilities used it to improve their health. This data also illustrated how employees with and without leadership responsibilities used work gamification. Qualitative findings demonstrated that participants used work gamification for organization and self-monitoring. To investigate this effect, we conducted an online survey with 114 employees that used Habitica, a habit-tracking game, for gamifying their work-related tasks.
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Gamification can, however, be used as a strategy in companies, for example, to strengthen enjoyment and productivity in the workplace. While the effects of gamification have been demonstrated in various fields, research on gamification in the work context is still limited.
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