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Efficacy of Red Kinesiology Tape on Carpal Tunnel-Like Symptoms and Performance in Esports Gamers

Less Pain, More Game: Efficacy of Red Kinesiology Tape on Carpal Tunnel-Like Symptoms and Performance in Esports Gamers

Status
Recruiting
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT06757062
Enrollment
30
Registered
2025-01-03
Start date
2025-01-01
Completion date
2025-04-30
Last updated
2025-01-03

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

Conditions

Carpal Tunnel Syndrome

Keywords

Esports, Gamers, Carapl Tunnel Syndrome, Performance, First Person Shooter, Red, Color Theory, Kinesio Tape, Kinesiology Tape, Dorsal Application

Brief summary

The goal of this clinical trial is to learn if dorsally applied kinesiology tape is an effective conservative treatment for symptoms of carpal tunnel syndrome and assess the potential performance effect of the tape color in first-person shooter esports games in esports gamers who exhibit symptoms that resemble carpal tunnel syndrome. The main questions it aims to answer are: Is dorsally applied kinesiology tape able to manage carpal tunnel syndrome-like symptoms in esports gamers? Does red kinesiology tape hinder or improve performance in first-person shooter esports games in esports gamers? Researchers will compare red kinesiology tape to skin tone kinesiology tape. Both will be applied on the dorsal aspect of the hand and wrist of the dominant upper extremity. Participants will visit the site 2 times to get kinesiology tape applied and complete a pre and post-test for pain and performance. Depending on randomization a participant will receive a random sequence of the study arm (ex: red then skin tone or skin tone then red tape)

Detailed description

Less Pain, More Game - Efficacy of Red Kinesiology Tape on Carpal Tunnel Symptoms and Performance in Esports Gamers is a clinical trial that aims to determine if dorsally applied kinesiology tape can manage or improve symptoms that resemble carpal tunnel syndrome in esports gamers. Esports gamers use their hands very differently from the average individual when participating in hours of video game play. This study first aims to test if kinesiology tape would benefit these individuals despite the frequency and intensity with which they use their hands and fingers. Performance and competition is a major component of esports gaming participation. Despite how well kinesiology tape may improve symptoms of carpal tunnel syndrome, it would not be a good treatment option if it hindered their ability to participate in esports. This study also aims to address performance as well. Color has been identified as a quality of kinesiology tape that may impact performance. Thus this study also seeks to assess the potential performance effect of the tape color in first-person shooter esports games in esports gamers who exhibit symptoms that resemble carpal tunnel syndrome. Participants will visit the site 2 times to get kinesiology tape applied and complete a pre and post-test for the Short Form Mcgill Pain Questionnaire and a first-person shooter simulation to assess performance. The study design is a randomized controlled crossover trial thus depending on randomization a participant will receive a random sequence of the study arm (ex: red then skin tone or skin tone then red tape). Results from this study would allow occupational therapists to promote health and wellness within the esports gamer population and enhance performance to give players an edge over their opponents.

Interventions

The kinesiology tape (KT) is applied with the dorsal application for the treatment of carpal tunnel syndrome (CTS). This method is utilized and explained in Krause et al. (2020). This study will assess the efficacy of the application method as well as the varying effects of the color of the KT. Red KT will be compared to skin tone KT. The skin tone KT will be color-matched as closely as possible to each participant's skin tone to reduce the effect of the KT color. In this way, the study's second purpose is to understand the potential effect of color on psychological function and performance in the context of aggressive first-person shooter esports games.

Sponsors

University of Nevada, Las Vegas
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
CROSSOVER
Primary purpose
TREATMENT
Masking
NONE

Intervention model description

Participation in this study requires 2 visits to the UNLV Shadow Lane Campus OT Skills Lab located at 1125 Shadow Ln, Las Vegas, NV 89102. Visits will require no more than 60 minutes of the participant's time and involve kinesiology tape applications, quick performance measures, and questionnaires. This study follows a randomized controlled crossover design with 2 study arms: red KT and skin tone KT. Each intervention will be applied once and separated by a washout period which will be at least 1 week. Participants will be randomly assigned to either group X or group Y, indicating their sequence of receiving the two treatments. Group X would receive red KT then skin tone KT while group Y would receive skin tone KT then red KT. This will be done by having the participant select an envelope containing one of the two group assignments.

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

* over 18 years old * can see color vision * reports having numbness, tingling, weakness, or pain in the hands, wrist, or fingers * has a positive Phalen's test result * passes Ishihara Color Vision Test with a score of at least 12 * provides written consent * reports to play video games over 5 hours a week on average

Exclusion criteria

* cognitively impaired * pregnant * has history of skin conditions * has history of hand conditions other than carpal tunnel syndrome * has history of surgery to the wrist, hand, or fingers * is currently receiving other forms of physiotherapy * has open wounds on the kinesiology tape application site

Design outcomes

Primary

MeasureTime frameDescription
McGill Pain Questionnaire Short-Format intervals throughout the 3 week cycleShort Form - McGill Pain Questionnaire - 2 will give outcomes of pain intensity and quality. It includes adjectives to describe both nociceptive pain and neuropathic pain. Pain descriptors can be categorized into Continuous (throbbing pain, cramping pain, gnawing pain, aching pain, heavy pain, tender), Intermittent (shooting pain, stabbing pain, sharp pain, splitting pain, electric-shock pain, piercing), Neuropathic (hot-burning pain, cold-freezing pain, pain caused by light touch, itching, tingling or pins and needles, numbness), and Affective (tiring-exhausting, sickening, fearful, punishing-cruel) It will be taken 4 times by each participant: before the first application of the KT, after the first application of the KT, before the second application of the KT in the opposite color, and after the second application of the KT in the opposite color.

Secondary

MeasureTime frameDescription
3D Aim Trainer Attack Bombsite Simulationat intervals throughout the 3 week cycleIt is an esports shooting simulation on easy difficulty and is completed on a Dell PC with a keyboard and mouse setup. It will measure performance through a collection of overall scores and accuracy percentages. The participants will have to shoot at enemy targets while dodging attacks and surviving to the next stage. Each stage of the simulation will increase in difficulty. The simulation will be completed with the computer set to a grayscale display to eliminate any effect of the colors of the original simulation. Each attempt of the simulation will end after 200 seconds. It will be completed in a private room with only the student researcher present. The simulation is free and can be found here: https://www.3daimtrainer.com/. Data from this simulation will be stored under the participant ID code on a protected Google Sheets document. It will be taken 4 times by each participant: before KT, after the KT, before the KT in the opposite color, and after KT in the opposite color.

Other

MeasureTime frameDescription
End of Study Surveyat the last visit of the 3-week study cycleIt is completed only once online after self-removal of the 2nd KT application. This survey will ask about how long the tape lasted before it lost adhesiveness, KT color preference, willingness to recommend KT to others, KT color effect on performance, and KT color effect on CTS symptoms. This will be completed anonymously on their own time as an additional component of the study to collect qualitative comments related to their experience with the KT. They will also be able to indicate their desire to learn how to self-apply KT. If they indicate an interest in self-application, they will be directed to email the student researcher.

Countries

United States

Contacts

Primary ContactSarah A Taing
taings3@unlv.nevada.edu7022727855
Backup ContactDonnamarie Krause, Ph.D
donnamarie.krause@unlv.edu7632342532

Outcome results

None listed

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