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Musculoskeletal Pain Among E-sport Athletes

Musculoskeletal Pain Among E-sport Athletes

Status
Completed
Phases
Unknown
Study type
Observational
Source
ClinicalTrials.gov
Registry ID
NCT03910517
Enrollment
208
Registered
2019-04-10
Start date
2019-03-27
Completion date
2019-04-26
Last updated
2019-07-09

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Musculoskeletal Pain

Keywords

Musculoskeletal Pain, Sleep, Training load, E-sport, Physical activity

Brief summary

Background: Musculoskeletal (MSK) pain and injuries are common in endurance sports where athletes are required to perform at high intensity for long periods of time. In the short term, MSK pain may significantly impair the athletes' performance, which can lead to unwanted time-off from practice and competitive tournaments. Previous studies found an association between training load, MSK pain and performance. These results indicate that an athlete may experience MSK pain or get injured from both too low and to high training loads. Electronic sports (E-sports), also known as competitive gaming, is defined by Hamari and Sjöblom as a form of sports where the primary aspects of the sport is facilitated by electronic systems; the input of players and teams as well as the output of the E-sports system are mediated by human-computer interference. There are only few data on MSK pain in E-sports, however a small study with 65 participants found that 41% suffered from back or neck pain and more than 1 in 3 had pain related to the wrist. E-sports athletes have to perform for an extended period of time, similar to athletes from traditional endurance sport. As such, MSK pain in E-sports may be associated with training load like it is seen in other sports. Therefore, MSK pain in E-sports could be an unrecognised issue. To provide health professionals with and optimal starting point for managing these issues, there is a need for well-conducted studies on the prevalence of MSK pain among E-sports athletes. In addition, it is highly relevant to investigate if training loads related to E-sports and physical activity levels are different among athletes with MSK pain compared to athletes without MSK pain. Aims: The aims of this questionnaire-based cross-sectional study are to; I) investigate the prevalence of MSK pain in E-sports athletes, II) assess if training loads among athletes with MSK pain are different from athletes without MSK pain, III) investigate if physical activity levels among athletes with MSK pain are different from athletes without MSK pain and IIII) descriptively present data on participant characteristics, sleep patterns, physical activity levels and utilization of health professionals and pain medication in the study population.

Detailed description

Data analysis: The prevalence of MSK pain within the study population will be presented in absolute numbers and as percentage values. To investigate if E-sport related training loads differ among athletes with and without MSK pain we will use total E-sport related training load (N hours spend on structured E-sport + N hours spend on unstructured E-sport). An independent sample t-test will be applied for this comparison if data are normally distributed. To assess if physical activity levels are different among athletes with and without MSK pain we will use the responses from the IPAQ short form. For this comparison we will use an independent sample t-test or the Wilcoxon rank-sum test. Participant characteristics, distribution and number of MSK pain sites, utilization of health professionals and pain medicine, physical activity levels, training loads and sleep patterns will be presented descriptively. The data will be presented with means, standard deviations and 95% confidence intervals. Non-parametric data will be presented with absolute numbers and as percentage values, medians and range.

Interventions

OTHERNo intervention

No intervention

Sponsors

University College of Northern Denmark
Lead SponsorOTHER

Study design

Observational model
COHORT
Time perspective
CROSS_SECTIONAL

Eligibility

Sex/Gender
ALL
Age
15 Years to 35 Years

Inclusion criteria

* Age 15-35 * Engaged in E-sport at an educational institution, a community-based team or a pro-team. * Participating in E-sport through a computer-based game.

Exclusion criteria

* Not providing written informed consent prior to enrolment.

Design outcomes

Primary

MeasureTime frameDescription
Prevalence of pain in the body during the previous week.Baseline - at time of inclusionParticipants are asked if they have experienced any pain in their body during the previous week (yes/no).

Secondary

MeasureTime frameDescription
Eye fatigueBaseline - at time of inclusionParticipants are asked if they experience eye fatigue related to E-sport (yes/no).
Hours of sleepBaseline - at time of inclusionParticipants are asked about how many hours they sleep on average during a night.
Trouble falling a sleepBaseline - at time of inclusionParticipants are asked if they have trouble falling a sleep at night (Not at all, some nights, most nights, don't know)
Waking up several times at nightBaseline - at time of inclusionParticipants are asked if they wake up several times at night (Not at all, some nights, most nights, don't know)
Trouble sleeping through the nightBaseline - at time of inclusionParticipants are asked if they have trouble sleeping all through the night (Not at all, some nights, most nights, don't know)
Tiered in the morning.Baseline - at time of inclusionParticipants are asked if they feel tiered in the morning (Not at all, some mornings, most mornings, don't know)
Primary pain site: questionnaireBaseline - at time of inclusionParticipants are asked where in the body they experience their primary pain complaint (list: head, chest, stomach, back, neck, shoulder, upper arm, elbow, forearm, wrist, hand/fingers, hip/groin, thigh, knee, shinbone, ankle, and foot/toes).
Other pain sites: questionnaireBaseline - at time of inclusionParticipants are asked if they experience pain at additional sites (List: head, chest, stomach, back, neck. Also shoulder, upper arm, elbow, forearm, wrist, hand/fingers, hip/groin, thigh, knee, shinbone, ankle, and foot/toes with the response categories being right, left or both).
Pain frequencyBaseline - at time of inclusionResponses are presented on a 5-point Likert scale: daily, weekly, several times per week, monthly, rarely
Pain intensity: numeric pain rating scaleBaseline - at time of inclusionParticipants are asked about worst pain during the previous week in relation to their primary pain site. Pain intensity is assessed with a 0 to 10 point numeric pain rating scale (0=no pain; 10= worst possible pain)
Pain interferenceBaseline - at time of inclusionParticipants are asked if their pain interference with their participation in E-sport (yes/no).
Training load (structured E-sport)Baseline - at time of inclusionParticipants are asked about the number of hours they spend on structured E-sport where there is a coach present.
Training load (unstructured E-sport)Baseline - at time of inclusionParticipants are asked about the number of hours they spend on unstructured E-sport without a coach present.
Physical activity levelsBaseline - at time of inclusionInternational Physical Activity Questionnaire (IPAQ) short form (7 item questionnaire). This questionnaire assess the number of days per week spent on vigorous and moderate physical activity, walking and sitting. The questionnaire also assess the amount of time per day (hours/minutes) spent on these activities.

Other

MeasureTime frameDescription
Use of pain medicine - frequencyBaseline - at time of inclusionParticipants are asked how frequent they use pain medicine (Several times per day, one time per day, one time per week, one time per month, rarely, don't know)
Reason for using pain medicineBaseline - at time of inclusionSelf-reported reason for using pain medicine
Health-care utilizationBaseline - at time of inclusionParticipants are asked if they have sought treatment for pain from a healthcare professional during the past 3 month.
Use of pain medicine - typeBaseline - at time of inclusionParticipants are asked which type of pain medicine they use
Use of pain medicineBaseline - at time of inclusionParticipants are asked if they use pain medicine (yes/no)

Countries

Denmark

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026