Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
Get a concise snapshot of the trial, including recruitment status, study phase, enrollment targets, and key timeline milestones.
COMPLETED
208 participants
OBSERVATIONAL
2019-03-27
2019-04-26
Brief Summary
Review the sponsor-provided synopsis that highlights what the study is about and why it is being conducted.
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.
Related Clinical Trials
Explore similar clinical trials based on study characteristics and research focus.
Skeletal Muscle Strain Injuries and the Connective Tissue: Characterization, Recovery and Optimal Treatment
NCT02152098
Acute Effect of Forearm Neuromuscular Taping on Pain, Biological and Functional Variables Post-exercise.
NCT06993857
Effects of Injury Prevention Exercises on Performance and Neuromuscular Function
NCT03251404
Compex Use With Delayed Onset Muscle Soreness: A Comparison to Other Methods
NCT01967121
Investigating the Effects of Diet and Physical Activity on Esport Performance
NCT05881018
Detailed Description
Dive into the extended narrative that explains the scientific background, objectives, and procedures in greater depth.
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.
Conditions
See the medical conditions and disease areas that this research is targeting or investigating.
Study Design
Understand how the trial is structured, including allocation methods, masking strategies, primary purpose, and other design elements.
COHORT
CROSS_SECTIONAL
Study Groups
Review each arm or cohort in the study, along with the interventions and objectives associated with them.
E-sport athletes
People aged 15-35 who engage in structured E-sport (e.g. community-based, pro team or educational setting).
No intervention
No intervention
Interventions
Learn about the drugs, procedures, or behavioral strategies being tested and how they are applied within this trial.
No intervention
No intervention
Eligibility Criteria
Check the participation requirements, including inclusion and exclusion rules, age limits, and whether healthy volunteers are accepted.
Inclusion Criteria
* 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
15 Years
35 Years
ALL
No
Sponsors
Meet the organizations funding or collaborating on the study and learn about their roles.
University College of Northern Denmark
OTHER
Responsible Party
Identify the individual or organization who holds primary responsibility for the study information submitted to regulators.
Christian Lund Straszek
Assistant lecturer
Locations
Explore where the study is taking place and check the recruitment status at each participating site.
E-Sport clubs and/or team based in the community, at an educational institution or in a private organization i Denmark
Aalborg, , Denmark
Countries
Review the countries where the study has at least one active or historical site.
References
Explore related publications, articles, or registry entries linked to this study.
Johnston R, Cahalan R, O'Keeffe M, O'Sullivan K, Comyns T. The associations between training load and baseline characteristics on musculoskeletal injury and pain in endurance sport populations: A systematic review. J Sci Med Sport. 2018 Sep;21(9):910-918. doi: 10.1016/j.jsams.2018.03.001. Epub 2018 Mar 14.
Gabbett TJ. The training-injury prevention paradox: should athletes be training smarter and harder? Br J Sports Med. 2016 Mar;50(5):273-80. doi: 10.1136/bjsports-2015-095788. Epub 2016 Jan 12.
Juho Hamari, Max Sjöblom, What is eSports and why do people watch it? Internet Res. 2017
DiFrancisco-Donoghue J, Balentine J, Schmidt G, Zwibel H. Managing the health of the eSport athlete: an integrated health management model. BMJ Open Sport Exerc Med. 2019 Jan 10;5(1):e000467. doi: 10.1136/bmjsem-2018-000467. eCollection 2019.
Provided Documents
Download supplemental materials such as informed consent forms, study protocols, or participant manuals.
Document Type: Study Protocol and Statistical Analysis Plan
Other Identifiers
Review additional registry numbers or institutional identifiers associated with this trial.
Project E-sport
Identifier Type: -
Identifier Source: org_study_id
More Related Trials
Additional clinical trials that may be relevant based on similarity analysis.