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This cross-sectional study investigates whether a simple Grip-Asymmetry Index (GAI) can predict self-reported wrist pain in professional e-sports athletes. Professional gamers (aged 18-30) who play at least 35 hours per week will be assessed using a Jamar dynamometer to measure maximal grip force in both hands. The study will compare GAI between two groups: those with wrist pain (≥3/10 on Visual Analog Scale during play) and those without pain. A GAI cutoff value for predicting wrist pain risk will be established through ROC analysis, with additional factors such as gaming hours, BMI, and sex incorporated into a multivariable logistic regression model.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Pain Group | Professional e-sports athletes reporting wrist pain ≥3/10 on VAS during play |
| |
| No-Pain Group | Professional e-sports athletes reporting minimal to no wrist pain (<3/10 on VAS during play) |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Pain Group | Other | Professional e-sports athletes who report wrist pain rated at 3 or higher on a 10-point Visual Analog Scale during gaming activities. These participants play video games professionally for at least 35 hours per week, are between 18-30 years old, and have no history of neurologic or rheumatic disease. |
| Measure | Description | Time Frame |
|---|---|---|
| Grip-Asymmetry Index (GAI) | The Grip-Asymmetry Index is calculated as (Dominant hand grip strength - Non-dominant hand grip strength) / Dominant hand grip strength × 100%. Grip strength is measured in kilograms using a calibrated Jamar hand-held dynamometer following standardized testing protocols. Higher GAI values indicate greater asymmetry between dominant and non-dominant hands. | Measured once at study enrollment |
| Measure | Description | Time Frame |
|---|---|---|
| Maximal grip force in dominant hand | Maximum grip strength measured in kilograms using a calibrated Jamar hand-held dynamometer following standardized testing protocols | Measured once at study enrollment |
| Maximal grip force in non-dominant hand |
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Inclusion Criteria:
Exclusion Criteria:
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Professional e-sports athletes between 18-30 years old who compete in organized video gaming competitions and receive compensation for their gaming activities. Participants will be recruited from professional e-sports teams, gaming organizations, and competitive gaming events in the region. The study population will include individuals who play competitive video games for at least 35 hours per week using standard computer peripherals (mouse and keyboard). Both male and female athletes will be eligible, and efforts will be made to recruit a representative sample across different gaming genres (FPS, MOBA, RTS, etc.) and competitive levels.
| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Mohamed M ElMeligie, Ph.D | Contact | 01159880001 | mohamed.elmeligie@acu.edu.eg |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Outpatient clinic of faculty of physical therapy, Ahram Canadian University | Recruiting | Al Ḩayy Ath Thāmin | Giza Governorate | 3221405 | Egypt |
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| ID | Term |
|---|---|
| D014954 | Wrist Injuries |
| ID | Term |
|---|---|
| D001134 | Arm Injuries |
| D014947 | Wounds and Injuries |
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| No-Pain Group | Other | Professional e-sports athletes who report minimal to no wrist pain (less than 3 on a 10-point Visual Analog Scale) during gaming activities. These participants play video games professionally for at least 35 hours per week, are between 18-30 years old, and have no history of neurologic or rheumatic disease. |
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Maximum grip strength measured in kilograms using a calibrated Jamar hand-held dynamometer following standardized testing protocols
| Measured once at study enrollment |
| Wrist pain intensity during gaming | Self-reported wrist pain measured using a Visual Analog Scale (VAS) ranging from 0 (no pain) to 10 (worst pain imaginable) during typical gaming sessions | Assessed at study enrollment, reflecting current pain experience during gaming activities |
| Weekly gaming hours | Self-reported average number of hours spent gaming per week | Assessed at study enrollment, reflecting average from the past month |