Browsing by Author "Tezeren, Halime Ceren"
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Item The Relationship Between Bladder Functions, Pelvic Floor Muscle Strength, Fall, and Fatigue in Multiple Sclerosis(2023) Tezeren, Halime Ceren; Keser, Ilke; Sen, Ilker; Tuncer, Asli; 0000-0002-4034-580X; 37778159Background: The aim of this study was to determine the relationship between the severity of bladder functions, fatigue, quality of life (QoL), fall, and pelvic floor muscle strength in patients with Multiple Sclerosis (PwMS).Methods: Patients were divided into two groups according to their Expanded Disability Status Scale (EDSS) bladder scores as Group 1 (EDSS bladder score 0-1, mildly affected group, n = 25) and Group 2 (EDSS bladder score 2-3-4, moderate and severely affected group, n = 21). Pelvic floor muscle (PFM) strength (EMG-Biofeedback device), fear of fall (Fall Efficacy Scale (FES-1)), fatigue (Fatigue Severity Scale (FSS)), QoL (Urogenital Distress Inventory-short form (UDI-6), and Incontinence Impact Questionnaire-short form (IIQ-7)) were evaluated.Results: 46 female patients diagnosed with MS were included in this study. No significant differences in baseline characteristics were seen between the groups except age. EDSS bladder score were 1 (0-1) and 3 (2-4), EMG-Biofeedback score were 79,5 +/- 8,11 and 41,7 +/- 5,48, FSS score were 38,7 +/- 2,80 and 54 +/- 2,20, FES-I score were 16,9 +/- 2,15 and 40,2 +/- 7,39, UDI-6 score were 4,24 +/- 0,47 and 8,42 +/- 0,64, IIQ-7 score were 3,64 +/- 0,86 and 18,2 +/- 1,42 in Group 1 and Group 2. As a result of statistical analysis, significant differences were found in less fatigue and fall, higher PFM strength and better QoL with mildly affected PwMS (p<0,05).Conclusion: There was a significant difference in terms of bladder function level in PFM strength, fall, fatigue and QoL between the mildly affected group and the moderate and severely affected group.Item The Relationship Between Reaction Time And Gaming Time In E-Sports Players(2022) Ersin, Aybuke; Tezeren, Halime Ceren; Pekyavas, Nihan Ozunlu; Asal, Burak; Atabey, Anil; Diri, Ardacan; Gonen, IsmailE-sports can be defined as an electronic sports form and is growing at a rapid pace worldwide. E-sport requires high-speed reactions during all games. The purpose of this study was to evaluate auditory, visual and aim reaction times in different duration of game playing in e-sport players. Fifty-three participants were assigned into two groups according to their playing time which was either more or less than 14 hours per week. The participants were tested for auditory reaction time with online website at playback.fm, visual and aim reaction time on website of humanbenchmark.com. There were statistically significant differences in visual (p<.001) and aim (p<.001) reaction time between the groups, whereas in auditory reaction time no significant difference was found (p=.397). The visual and aim reaction times were higher in the gamers who play more than 14 hours in e-sport. Our study showed that visual and aim reaction time was more affected from game playing time than auditory reaction time in e-sport gamers. Playing e-sport may have positive effects on visual and aim reaction time in young population.