跳至主要内容
临床试验/NCT03910517
NCT03910517已完成不适用

Musculoskeletal Pain Among E-sport Athletes

University College of Northern Denmark1 个研究点 分布在 1 个国家目标入组 208 人开始时间: 2019年3月27日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
发起方
入组人数
208
试验地点
1
主要终点
Prevalence of pain in the body during the previous week.

研究概览

简要总结

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.

详细描述

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.

研究设计

研究类型
Observational
观察模型
Cohort
时间视角
Cross Sectional

入排标准

年龄范围
15 Years 至 35 Years(Child, Adult)
性别
All
接受健康志愿者
否

入选标准

  • •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.

排除标准

  • •Not providing written informed consent prior to enrolment.

结局指标

主要结局

Prevalence of pain in the body during the previous week.

时间窗: Baseline - at time of inclusion

Participants are asked if they have experienced any pain in their body during the previous week (yes/no).

次要结局

  • Training load (structured E-sport)(Baseline - at time of inclusion)
  • Training load (unstructured E-sport)(Baseline - at time of inclusion)
  • Pain frequency(Baseline - at time of inclusion)
  • Trouble falling a sleep(Baseline - at time of inclusion)
  • Tiered in the morning.(Baseline - at time of inclusion)
  • Primary pain site: questionnaire(Baseline - at time of inclusion)
  • Eye fatigue(Baseline - at time of inclusion)
  • Pain interference(Baseline - at time of inclusion)
  • Trouble sleeping through the night(Baseline - at time of inclusion)
  • Waking up several times at night(Baseline - at time of inclusion)
  • Other pain sites: questionnaire(Baseline - at time of inclusion)
  • Pain intensity: numeric pain rating scale(Baseline - at time of inclusion)
  • Physical activity levels(Baseline - at time of inclusion)
  • Hours of sleep(Baseline - at time of inclusion)

研究者

发起方
University College of Northern Denmark
申办方类型
Other
责任方
Principal Investigator
主要研究者

Christian Lund Straszek

Assistant lecturer

University College of Northern Denmark

研究点 (1)

Loading locations...

相似试验

Musculoskeletal Pain Among E-sport Athletes | 临床试验