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临床试验/NCT05037071
NCT05037071已完成不适用

The Impact of Upper Body Compression Wear on Muscle Tissue Oxygen Saturation During Video Game Play in Competitive Gamers.

New York Institute of Technology2 个研究点 分布在 1 个国家目标入组 15 人开始时间: 2021年11月9日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
15
试验地点
2
主要终点
Muscle tissue oxygen saturation

研究概览

简要总结

This study is designed to observe muscle oxygen saturation during intense video game using gridlock training with and without upper arm compression sleeves.

详细描述

A competitive esport player can perform up to 500-600 mouse and keyboard actions per minute (APM) on a typical training day. A routine training day for a competitive esport player can range from 5- 10 hours of play with no break. In comparison, office workers perform an average of 130-180 keyboard and mouse inputs over the course of an 8 hour work day. These APM's require sustained wrist extension in conjunction with repetitive forearm muscle contractions in multiple planes, as well as shoulder stability and postural stability.

Maneuvering a mouse and keyboard requires repeated contractions of the extensor carpi ulnaris and extensor digitorum. With these fine motor demands, it is common for players to suffer from acute and chronic overuse wrist and arm injuries.

Muscle tissue oxygenation (Sm02) saturation is important to all athletic populations including endurance athletes and power athletes. It's a marker of how efficient that muscle is performing. A decrease in Sm02 indicates less ATP to that muscle and fatigue. Muscle deoxygenation and reoxygenation has been studied in multiple athletic populations. In competitive rock climbers, a lesser rate of deoxygenation of the finger and wrist extensor muscles was related to a higher level of climbing ability.

The use of compression wear has expanded from clinical use into the sports market. The recommendations to wear compression gear in athletes is based on improvement in venous blood flow which improves exchange of fresh blood and blood waste. The research on its use on improving running performance has been mixed. Anecdotally, in 2001 Allen Iverson of the National Basketball Association (NBA) wore a compression arm sleeve to prevent swelling and provide relief of bursitis in his elbow. Lebron James of the NBA and London marathon runner Paul Radcliffe both swear by compression gear. In the 2016 Olympics, it was estimated that 90% of athletes used some form of compression performance gear. The compression wear sports industry market is a billion-dollar industry projected to be worth 3.96 billion dollars by 2022.

Athletes in various sports wear compression garments with the assumption that it will improve performance and facilitate muscle recovery. Most modern compression gear marketed toward athletes use 'graduated compression'. This means that the highest amount of pressure is on the most distal parts of your body (e.g ankles if you are using lower body compression) and the pressure gradually reduces as it moves up toward your body. Compression wear varies in pressure range. The measurement is measured in mmHg and light compression can range from 18-21 mmHg, moderate 23-32 mmHg, strong 34-46 mmHg and > 49 mmHg very strong. (6) Most over the counter athletic compression garments range from 18-21 mmHg.

研究设计

研究类型
Interventional
分配方式
Randomized
干预模型
Crossover
主要目的
Prevention
盲法
None

入排标准

年龄范围
18 Years 至 35 Years(Adult)
性别
All
接受健康志愿者

入选标准

  • A ranked esport player with over 500 hours in your game
  • Non-smoker
  • No history of heart disease
  • No history of pulmonary disease
  • No history of metabolic disease including diabetes

排除标准

  • taking any prescribed or over the counter medications that would influence metabolic outcomes or blood viscosity.

结局指标

主要结局

Muscle tissue oxygen saturation

时间窗: 30 minutes

A MOXY muscle oxygen sensor will be used on the extensor carpi radialis longus muscle to measure how much muscle desaturation occurs while playing video games that require a mouse.

次要结局

未报告次要终点

研究者

申办方类型
Other
责任方
Principal Investigator
主要研究者

Joanne DiFrancisco-Donoghue

Associate Professor

New York Institute of Technology

研究点 (2)

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