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This clinical trial investigates the effectiveness of Kinesio Tape (KT) in alleviating carpal tunnel-like symptoms and enhancing gaming performance among young adult PC gamers. The study aims to address two primary questions:
Does Kinesio Tape reduce wrist pain in adult PC gamers experiencing carpal tunnel-like symptoms?
Does Kinesio Tape improve gaming performance in this population?
Researchers will compare the effects of KT applied to the wrist versus the scapular spine to determine if wrist application provides greater pain relief and performance benefits.
Participants will undergo:
Screening & Consent (Up to 30 minutes via Zoom): Informed consent and a Phalen's test to assess carpal tunnel-like symptoms.
Baseline (Day 0, 75 minutes): Completion of a demographic survey, 15 minutes of gaming on Kovaaks FPS Aim Trainer, KT application, 15 minutes of post-application gaming, and surveys (Boston Carpal Tunnel Syndrome Severity [BCSS] and KT feedback).
Days 1 & 2 (15 minutes each): KT removal and reapplication, followed by BCSS and KT feedback surveys.
Day 3 (75 minutes): Repeat gaming tests, KT application, and completion of BCSS and KT feedback surveys, mirroring Day 0 procedures.
Total Time Commitment: Approximately 210 minutes (3.5 hours) over four sessions.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Kinesio Tape on Dorsal Wrist | Experimental | Participants in this group will receive Kinesio Tape applied to the dorsal side of the wrist. This application is intended to provide support and potentially reduce carpal tunnel-like symptoms while assessing its impact on gaming performance. |
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| Kinesio Tape on Scapular Spine | Sham Comparator | Participants in this group will receive Kinesio Tape applied to the scapular spine on the opposite side of their dominant hand. This serves as a control condition to account for the effects of Kinesio Tape placement while ensuring that participants remain blinded to their group assignment. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Kinesio Tape | Device | A thin, flexible, and elastic therapeutic tape intended for skin application to provide support for muscles and joints. This tape may help decrease pain, swelling, and inflammation while permitting movement. It is commonly utilized to enhance athletic performance and facilitate injury recovery. The tape functions by elevating the skin, which can enhance blood and lymph circulation, and is believed to engage the nervous system through proprioceptive feedback. |
| Measure | Description | Time Frame |
|---|---|---|
| Carpal Tunnel-Like Symptom Severity (Boston Carpal Tunnel Questionnaire - Symptom Severity Scale) | This outcome measures the severity and frequency of carpal tunnel-like symptoms, including pain, numbness, tingling, and weakness in the hand, wrist, and forearm. Symptom severity was assessed using the Boston Carpal Tunnel Questionnaire - Symptom Severity Scale (BCTQ-SSS), a validated self-report measure. The BCTQ-SSS uses a 5-point Likert scale where 1 indicates no symptoms and 5 indicates very severe symptoms. Participants rated their symptoms at the end of each session to monitor changes across the intervention period. Higher scores reflect greater symptom burden. This measure was used to evaluate whether kinesiotape application reduced the severity of symptoms commonly associated with repetitive strain injuries in esports players. | Administered at the end of each session on Day 0 (baseline), Day 1, Day 2, and Day 3 (post-intervention). Sessions were held every other day over an 8-day period. |
| Esports Gaming Performance (Kovaaks Aim Trainer) | Gaming performance was assessed using Kovaaks Aim Trainer, a validated simulation platform designed to measure key motor skills essential to first-person shooter (FPS) gameplay, including speed, accuracy, reaction time, and total task score. Participants completed two structured testing sessions-on Day 0 (baseline) and Day 3 (post-intervention)-each consisting of 15-minute gaming tasks both before and after kinesiotape application. The selected simulations targeted core esports competencies such as tracking (sustained aim on moving targets), flicking (rapid target shifts), and strafing (aiming while moving), which reflect real-world gaming demands. Performance data, including accuracy percentage and total score, were automatically recorded by the Kovaaks software and later averaged across trials to reduce variability. The purpose of this measure was to evaluate whether kinesiotape-applied to either the dorsal wrist or scapular spine, depending on group assignmet | Day 0 (baseline session) and Day 3 (post-intervention session). In both sessions, performance was measured twice - once before and once after kinesiotape application. Study sessions were conducted every other day over an 8-day period. |
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| Measure | Description | Time Frame |
|---|---|---|
| Perceived Effects of Kinesiotape (Custom Feedback Questionnaire and Thematic Analysis) | This outcome captures participants' subjective perceptions of kinesiotape following each application session. A custom-designed feedback questionnaire was used to collect both quantitative Likert-scale ratings and open-ended qualitative responses. Quantitative items assessed sensations such as tightness, itchiness, and comfort, as well as perceived changes in speed, agility, and overall performance during gameplay. Open-ended responses allowed participants to describe in their own words how the tape influenced their motor control, posture, comfort, and focus. Thematic analysis was used to extract and categorize recurring themes across responses, including enhanced motor precision, ergonomic awareness, sensory experience, and psychological impact. Participants frequently reported improved wrist stability, increased awareness of movement patterns, postural corrections, and heightened confidence in gameplay execution. The integration of qualitative and quantitative feedback provided a ri |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Musculoskeletal Lab | Las Vegas | Nevada | 89102 | United States | ||
| Black Fire Innovation |
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| ID | Term |
|---|---|
| D020423 | Median Neuropathy |
| D002349 | Carpal Tunnel Syndrome |
| ID | Term |
|---|---|
| D020422 | Mononeuropathies |
| D010523 | Peripheral Nervous System Diseases |
| D009468 | Neuromuscular Diseases |
| D009422 | Nervous System Diseases |
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| ID | Term |
|---|---|
| D055052 | Athletic Tape |
| ID | Term |
|---|---|
| D001458 | Bandages |
| D004864 | Equipment and Supplies |
| D009989 | Orthotic Devices |
| D009983 | Orthopedic Equipment |
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The intervention group will receive Kinesio Tape application to the dorsal side of the wrist while the control group will have Kinesio Tape applied to the spine of the Scapula
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| Collected at the end of each session on Day 0 (baseline), Day 1, Day 2, and Day 3 (post-intervention). Sessions were held every other day over an 8-day period. |
| Las Vegas |
| Nevada |
| 89113 |
| United States |
| Tonopah Residence Complex | Las Vegas | Nevada | 89154 | United States |
| D009408 | Nerve Compression Syndromes |
| D012090 | Cumulative Trauma Disorders |
| D013180 | Sprains and Strains |
| D014947 | Wounds and Injuries |
| D013523 |
| Surgical Equipment |