Musculoskeletal PainNCT03910517
Musculoskeletal Pain Among E-sport Athletes
An observational study of Musculoskeletal Pain, run by University College of Northern Denmark at 1 site in Denmark.
Trial summary
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… Read more about this study
- Who is it for?
- Ages 15 to 35 years
- Conditions the study is for
- Musculoskeletal Pain
- How many people
- 208 participants
- Where
- 1 siteDenmark
- Study dates
- 27 Mar 2019to 26 Apr 2019
- Phase
- Observational
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 15 to 35 years
- All sexes
- Child, Adult
Study population: People aged 15-35 who engage in E-sport at an educational institution, a community-based team or a pro-team in Denmark.
Who may be able to join
- 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.
Who cannot join
- Not providing written informed consent prior to enrolment.
Trial locations and contacts
1 site in 1 country.
Denmark1 site
E-Sport clubs and/or team based in the community, at an educational institution or in a private organization i Denmark
Aalborg, 9000
About this study
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.
Read more
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.
Read the detailed description
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.
- Conditions
- Musculoskeletal Pain
- Being tested
- No intervention
- Keywords
- Musculoskeletal Pain, Sleep, Training load, E-sport, Physical activity
- Medical subject headings
- Musculoskeletal Pain, Motor Activity
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
No interventionOther
No intervention
| Study group | Role | What they receive |
|---|---|---|
| E-sport athletes | People aged 15-35 who engage in structured E-sport (e.g. community-based, pro team or educational setting). Receives: Other: No intervention |
What is being measured
The primary outcome is the main question the study is designed to answer.
Prevalence of pain in the body during the previous week.
Participants are asked if they have experienced any pain in their body during the previous week (yes/no).
Measured: Baseline - at time of inclusion
Secondary outcomes (14)
Primary pain site: questionnaire
Participants are asked where in the body they experience their primary pain complaint (list: head, chest, stomach, back, neck, shoulder, upper arm, elbow, forearm, wrist, hand/fingers, hip/groin, thigh, knee, shinbone, ankle, and foot/toes).
Measured: Baseline - at time of inclusion
Other pain sites: questionnaire
Participants are asked if they experience pain at additional sites (List: head, chest, stomach, back, neck. Also shoulder, upper arm, elbow, forearm, wrist, hand/fingers, hip/groin, thigh, knee, shinbone, ankle, and foot/toes with the response categories being right, left or both).
Measured: Baseline - at time of inclusion
Pain frequency
Responses are presented on a 5-point Likert scale: daily, weekly, several times per week, monthly, rarely
Measured: Baseline - at time of inclusion
Pain intensity: numeric pain rating scale
Participants are asked about worst pain during the previous week in relation to their primary pain site. Pain intensity is assessed with a 0 to 10 point numeric pain rating scale (0=no pain; 10= worst possible pain)
Measured: Baseline - at time of inclusion
Pain interference
Participants are asked if their pain interference with their participation in E-sport (yes/no).
Measured: Baseline - at time of inclusion
Eye fatigue
Participants are asked if they experience eye fatigue related to E-sport (yes/no).
Measured: Baseline - at time of inclusion
Training load (structured E-sport)
Participants are asked about the number of hours they spend on structured E-sport where there is a coach present.
Measured: Baseline - at time of inclusion
Training load (unstructured E-sport)
Participants are asked about the number of hours they spend on unstructured E-sport without a coach present.
Measured: Baseline - at time of inclusion
Physical activity levels
International Physical Activity Questionnaire (IPAQ) short form (7 item questionnaire).
This questionnaire assess the number of days per week spent on vigorous and moderate physical activity, walking and sitting. The questionnaire also assess the amount of time per day (hours/minutes) spent on these activities.
Measured: Baseline - at time of inclusion
Hours of sleep
Participants are asked about how many hours they sleep on average during a night.
Measured: Baseline - at time of inclusion
Trouble falling a sleep
Participants are asked if they have trouble falling a sleep at night (Not at all, some nights, most nights, don't know)
Measured: Baseline - at time of inclusion
Waking up several times at night
Participants are asked if they wake up several times at night (Not at all, some nights, most nights, don't know)
Measured: Baseline - at time of inclusion
Trouble sleeping through the night
Participants are asked if they have trouble sleeping all through the night (Not at all, some nights, most nights, don't know)
Measured: Baseline - at time of inclusion
Tiered in the morning.
Participants are asked if they feel tiered in the morning (Not at all, some mornings, most mornings, don't know)
Measured: Baseline - at time of inclusion
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted10 Apr 2019
- Study start27 Mar 2019
- Primary completion26 Apr 2019
- Study completion26 Apr 2019
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (4)Papers the sponsor has linked to this study.
- Other trials for Musculoskeletal PainStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Observational
- Observational model
- Cohort
- Time perspective
- Cross-sectional
- Enrolment
- 208 participants (actual)
Sponsor and investigators
- Lead sponsor
- University College of Northern Denmark
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Christian Lund Straszek, University College of Northern Denmark
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT03910517
- Sponsor's protocol ID
- Project E-sport
- Status last verified
- May 2019
- First submitted
- 26 Mar 2019
- Last updated
- 9 Jul 2019
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Publications
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.
PubMed 29559317Gabbett 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.
PubMed 26758673Juho 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.
PubMed 30792883
Study at a glance
From the registry record, last updated by the sponsor on 9 Jul 2019. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Musculoskeletal Pain Among E-sport Athletes
- ClinicalTrials.gov ID
- NCT03910517
- Acronym / sponsor ID
- Project E-sport
- Conditions
- Musculoskeletal Pain
- Keywords
- Musculoskeletal Pain, Sleep, Training load, E-sport, Physical activity
- Study type
- Observational
- Recruitment status
- Completed
- Enrolment
- 208 participants (actual)
- Lead sponsor
- University College of Northern DenmarkUniversity, hospital or other
- Study start
- 27 Mar 2019 (actual)
- Primary completion
- 26 Apr 2019 (actual)
- Study completion
- 26 Apr 2019 (actual)
- First posted
- 10 Apr 2019 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
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.
Detailed description
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.
Study design
- Observational model
- Cohort
- Time perspective
- Cross-sectional
- Number of arms
- 1
| Arm | Type | Receives |
|---|---|---|
| E-sport athletes | – | Other: No interventionPeople aged 15-35 who engage in structured E-sport (e.g. community-based, pro team or educational setting). |
Who may qualify
- Ages
- 15 to 35 years
- Sex
- All
- Age groups
- Child, Adult
- Study population
- People aged 15-35 who engage in E-sport at an educational institution, a community-based team or a pro-team in Denmark.
Key inclusion criteria (3 listed)
- 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.
Key exclusion criteria (1 listed)
- Not providing written informed consent prior to enrolment.
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| No interventionNo intervention | Other | E-sport athletes |
Primary outcome
Prevalence of pain in the body during the previous week.
Time frame: Baseline - at time of inclusion
Participants are asked if they have experienced any pain in their body during the previous week (yes/no).
14 secondary outcomes
Primary pain site: questionnaire
Time frame: Baseline - at time of inclusion
Other pain sites: questionnaire
Time frame: Baseline - at time of inclusion
Pain frequency
Time frame: Baseline - at time of inclusion
Pain intensity: numeric pain rating scale
Time frame: Baseline - at time of inclusion
Pain interference
Time frame: Baseline - at time of inclusion
Eye fatigue
Time frame: Baseline - at time of inclusion
Training load (structured E-sport)
Time frame: Baseline - at time of inclusion
Training load (unstructured E-sport)
Time frame: Baseline - at time of inclusion
Physical activity levels
Time frame: Baseline - at time of inclusion
Hours of sleep
Time frame: Baseline - at time of inclusion
Trouble falling a sleep
Time frame: Baseline - at time of inclusion
Waking up several times at night
Time frame: Baseline - at time of inclusion
Trouble sleeping through the night
Time frame: Baseline - at time of inclusion
Tiered in the morning.
Time frame: Baseline - at time of inclusion
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 9 Jul 2019.
- Background: PubMed 29559317Johnston 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.
- Background: PubMed 26758673Gabbett 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.
- BackgroundJuho Hamari, Max Sjöblom, What is eSports and why do people watch it? Internet Res. 2017
- Background: PubMed 30792883DiFrancisco-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.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Musculoskeletal Pain, run by University College of Northern Denmark at 1 site in Denmark.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 3 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 9 Jul 2019. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Denmark. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Prevalence of pain in the body during the previous week. (time frame: Baseline - at time of inclusion). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT03910517, which also lists 4 linked publications.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 9 Jul 2019.