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With the expansion of technology-based applications, daily phone use has increased significantly. According to a 2020 study, phone use habits among young adults aged 18-34 increased by 38.1%, and the time spent on the phone exceeding one hour increased by 68%. Currently, there is no clear definition of smartphone "addiction" or smartphone use, but like other types of addiction, it refers to the effort to control smartphone habits that cause problems or distress in daily life. Recent studies have reported a correlation between excessive screen use and individuals' mental and physical health. Excessive use of phones and video games causes many negative effects, including attention deficit, inability to enjoy life, hyperactivity, depression, anxiety, pain, and functional loss.
Video games are a type of game played through an audiovisual device and can be story-based. While many video games improve players' critical thinking, strategic planning, and problem-solving skills, they can also cause musculoskeletal problems due to the long hours spent at the desk and the repetitive movements involved.
The human spine is a kinematic chain with all joints interconnected; this means that changes in other body parts, such as the increased head tilt while texting on a smartphone, can have significant effects on the entire spine. A 2023 study showed an increase in spinal curvature, particularly in the cervical region, as smartphone use time increased. A study in Korea linked smartphone use to increased pain in the neck, wrists, hands, shoulders, and back. Another significant problem for smartphone users and video game players is "text neck," which occurs from prolonged screen time. This causes tension in the cervical spine, leading to neck pain and stiffness.
Smartphone addiction leads to hand-related problems, primarily hand and wrist pain. Furthermore, excessive use of smartphones, game controllers, and joysticks can lead to repetitive strain injuries such as carpal tunnel syndrome. Prolonged phone use, repetitive movements, and uncomfortable hand positions during use cause inflammation of the muscles and tendons in the hands and wrists, leading to swelling, pain, and loss of function in these joints. Video games are played using devices such as computers, consoles, handheld computers, and smartphones. The continuous, repetitive, and uninterrupted movements performed while using these devices can lead to musculoskeletal disorders, particularly in the upper extremities. Prolonged playing of these games results in musculoskeletal problems such as carpal tunnel syndrome and tendinitis. Extensive studies have shown that individuals' pain and symptoms worsen after prolonged gaming sessions. However, to date, there has been no study comparing smartphone addicts and video game players.
The aim of this research is to compare individuals with smartphone addiction, those who play video games for extended periods, and those without these habits in terms of pain, posture, and upper extremity function.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Individuals with smartphone addiction | High smart phone addiction + low gaming addiction |
| |
| Individuals with digital gaming addiction | High gaming addiction + low smart phone addiction |
| |
| Healthy controls without addiction | Low smart phone addiction + low gaming addiction |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Assessment | Other | Smartphone addiction and gaming addiction will be assessed using a scale. |
|
| Measure | Description | Time Frame |
|---|---|---|
| The Smartphone Addiction Scale-Short Form | Smartphone Addiction Scale-Short Form Smartphone Addiction Scale-Short Form is a scale developed by Kwon, Kim, Cho, and Yang in 2013 to measure smartphone addiction. The scale consists of 10 items in total. The scale is evaluated using a 6-point Likert scale, and the total score obtained from the scale ranges from 10 to 60. As the score obtained from the scale increases, the risk of addiction is considered to increase. The cutoff scores are stated as 31 for men and 33 for women. The Turkish validity and reliability study of the scale was conducted by Noyan et al. in 2015. | 4 weeks |
| Digital Game Addiction Scale | This scale will be used to assess digital game addiction. The scale consists of 7 questions and is evaluated using a 5-point Likert scale. The total score indicates the severity of the addiction. Total scores on the Digital Game Addiction Scale range between 7 and 35, where higher scores indicate greater levels of addiction. | 4 weeks |
| Numeric Rating Scale | Participants' pain level will be assessed using the Numeric Rating Scale. The scale is rated from 0 to 10, with 0 meaning "no pain" and 10 meaning "unbearable pain". Participants will be asked to rate their average pain level in the neck, shoulder, back, and upper extremity areas over the past 7 days. | 4 weeks |
| Closed Kinetic Chain Upper Extremity Stability Test | This test will be used to assess upper extremity stability, strength, and functional performance. Participants will place their hands on two designated lines in a push-up position, and the number of times they touch the opposite hand for 15 seconds will be recorded. The test will be administered three times, and the average number of repetitions will be used in the analysis. | 4 weeks |
| Minnesota Manual Dexterity Test |
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Inclusion Criteria:
Exclusion Criteria:
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The study will include 60 individuals: 20 with smartphone addiction (Group 1), 20 with digital game addiction (Group 2), and 20 without addiction (Group 3).
| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Kubra Kardes, Asst. Prof. | Contact | 05387115631 | kubrakoce@gmail.com |
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Istinye University | Recruiting | Istanbul | 34010 | Turkey (Türkiye) |
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| ID | Term |
|---|---|
| D016739 | Behavior, Addictive |
| D010146 | Pain |
| ID | Term |
|---|---|
| D003192 | Compulsive Behavior |
| D007175 | Impulsive Behavior |
| D001519 | Behavior |
| D009461 | Neurologic Manifestations |
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| ID | Term |
|---|---|
| D012149 | Restraint, Physical |
| ID | Term |
|---|---|
| D032763 | Behavior Control |
| D013812 | Therapeutics |
| D007103 | Immobilization |
| D008919 | Investigative Techniques |
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This test will be used to assess upper extremity dexterity, coordination, and motor performance. Participants will place discs as quickly as possible, and the total completion time will be recorded in seconds. |
| 4 weeks |
| Medicine Ball Throw Test | This test will be administered to assess upper extremity explosive power. Participants will throw a 3 kg medicine ball to the maximum distance while seated or standing. The distance achieved will be recorded in centimeters. | 4 weeks |
| Reaction Rate Assessment | Reaction time will be assessed in milliseconds via a web based application. Participants will be asked to respond to the color change as quickly as possible. Five repetitions will be performed, and the average reaction time will be used in the analysis. | 4 weeks |
| D012816 |
| Signs and Symptoms |
| D013568 | Pathological Conditions, Signs and Symptoms |