Efficacy of Red Kinesiology Tape on Carpal Tunnel-Like Symptoms and Performance in Esports Gamers
- Conditions
- Carpal Tunnel Syndrome
- Registration Number
- NCT06757062
- Lead Sponsor
- University of Nevada, Las Vegas
- 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.
Recruitment & Eligibility
- Status
- RECRUITING
- Sex
- All
- Target Recruitment
- 30
- 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
- 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
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- CROSSOVER
- Primary Outcome Measures
Name Time Method McGill Pain Questionnaire Short-Form at intervals throughout the 3 week cycle Short 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 Outcome Measures
Name Time Method 3D Aim Trainer Attack Bombsite Simulation at intervals throughout the 3 week cycle It 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.
Related Research Topics
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Trial Locations
- Locations (1)
University of Nevada, Las Vegas - Shadow Lane Campus
🇺🇸Las Vegas, Nevada, United States