Impact of the Smoke-free Law on Secondhand Smoke in Computer Game Rooms
2015; Korea Society of Environmental Health; Volume: 41; Issue: 1 Linguagem: Inglês
10.5668/jehs.2015.41.1.11
ISSN2233-8616
AutoresSooyoung Guak, Kiyoung Lee, Sung‐Ryeol Kim, 김성천, 양원호, 하권철,
Tópico(s)Internet of Things and Social Network Interactions
ResumoObjectives: This study assessed the impact of the smoke-free law on secondhand smoke exposure in computer game rooms by measuring concentrations of particulate matter smaller than $2.5{\mu}m$ ( $PM_{2.5}$ ). Methods: Indoor $PM_{2.5}$ concentrations were measured in 56 (during the smoke-free guidance period) and 118 computer game rooms (after the law went into effect) in four cities (Seoul, Cheonan, Daegu and Kunsan) in Korea. The number of smokers in the computer game rooms was also counted every five minutes. Results: Although a smoking ban had been implemented nationally, smoking was observed in 47% of the computer game rooms. Smoking density decreased from 1.62 persons per $100m^3$ during the guidance period to 0.32 persons per $100m^3$ after the smoke-free law. There is no statistically significant difference of $PM_{2.5}$ concentrations before and after the smoking ban. The $PM_{2.5}$ concentration was two times higher than the US NAAQS of $35{\mu}g/m^3$ . The $PM_{2.5}$ concentration in computer game rooms without smokers was two times higher than the outdoor concentration. Conclusion: The smoke-free law in computer game rooms was complied with, even after the guidance period, in Korea. Indoor $PM_{2.5}$ concentration after smoke-free law implementation was high due to this non-compliance. High $PM_{2.5}$ concentration in computer game rooms without smokers might be due to smoking booths. The complete prohibition of smoking in computer game rooms should be implemented to protect patrons from secondhand smoke exposure.
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