Arm Compression on Muscle Oxygen Saturation

January 14, 2022 updated by: Joanne DiFrancisco-Donoghue, New York Institute of Technology

The Impact of Upper Body Compression Wear on Muscle Tissue Oxygen Saturation During Video Game Play in Competitive Gamers.

This study is designed to observe muscle oxygen saturation during intense video game using gridlock training with and without upper arm compression sleeves.

Study Overview

Status

Completed

Detailed Description

A competitive esport player can perform up to 500-600 mouse and keyboard actions per minute (APM) on a typical training day. A routine training day for a competitive esport player can range from 5- 10 hours of play with no break. In comparison, office workers perform an average of 130-180 keyboard and mouse inputs over the course of an 8 hour work day. These APM's require sustained wrist extension in conjunction with repetitive forearm muscle contractions in multiple planes, as well as shoulder stability and postural stability.

Maneuvering a mouse and keyboard requires repeated contractions of the extensor carpi ulnaris and extensor digitorum. With these fine motor demands, it is common for players to suffer from acute and chronic overuse wrist and arm injuries.

Muscle tissue oxygenation (Sm02) saturation is important to all athletic populations including endurance athletes and power athletes. It's a marker of how efficient that muscle is performing. A decrease in Sm02 indicates less ATP to that muscle and fatigue. Muscle deoxygenation and reoxygenation has been studied in multiple athletic populations. In competitive rock climbers, a lesser rate of deoxygenation of the finger and wrist extensor muscles was related to a higher level of climbing ability.

The use of compression wear has expanded from clinical use into the sports market. The recommendations to wear compression gear in athletes is based on improvement in venous blood flow which improves exchange of fresh blood and blood waste. The research on its use on improving running performance has been mixed. Anecdotally, in 2001 Allen Iverson of the National Basketball Association (NBA) wore a compression arm sleeve to prevent swelling and provide relief of bursitis in his elbow. Lebron James of the NBA and London marathon runner Paul Radcliffe both swear by compression gear. In the 2016 Olympics, it was estimated that 90% of athletes used some form of compression performance gear. The compression wear sports industry market is a billion-dollar industry projected to be worth 3.96 billion dollars by 2022.

Athletes in various sports wear compression garments with the assumption that it will improve performance and facilitate muscle recovery. Most modern compression gear marketed toward athletes use 'graduated compression'. This means that the highest amount of pressure is on the most distal parts of your body (e.g ankles if you are using lower body compression) and the pressure gradually reduces as it moves up toward your body. Compression wear varies in pressure range. The measurement is measured in mmHg and light compression can range from 18-21 mmHg, moderate 23-32 mmHg, strong 34-46 mmHg and > 49 mmHg very strong. (6) Most over the counter athletic compression garments range from 18-21 mmHg.

With esports literature in its infant stages, oxidative capacity of the finger and wrist extensors during prolonged gaming have never been explored. The aim of this study is to compare changes in tissue oxygenation of the wrist extensor muscles with and without graduated arm compression during competitive game play.

Study Type

Interventional

Enrollment (Actual)

15

Phase

  • Not Applicable

Contacts and Locations

This section provides the contact details for those conducting the study, and information on where this study is being conducted.

Study Locations

    • New York
      • Old Westbury, New York, United States, 11568
        • New York Institute of Technology College of Osteopathic Medicine

Participation Criteria

Researchers look for people who fit a certain description, called eligibility criteria. Some examples of these criteria are a person's general health condition or prior treatments.

Eligibility Criteria

Ages Eligible for Study

18 years to 35 years (Adult)

Accepts Healthy Volunteers

No

Genders Eligible for Study

All

Description

Inclusion Criteria:

  • A ranked esport player with over 500 hours in your game
  • Non-smoker
  • No history of heart disease
  • No history of pulmonary disease
  • No history of metabolic disease including diabetes

Exclusion Criteria:

-taking any prescribed or over the counter medications that would influence metabolic outcomes or blood viscosity.

Study Plan

This section provides details of the study plan, including how the study is designed and what the study is measuring.

How is the study designed?

Design Details

  • Primary Purpose: Prevention
  • Allocation: Randomized
  • Interventional Model: Crossover Assignment
  • Masking: None (Open Label)

Arms and Interventions

Participant Group / Arm
Intervention / Treatment
Experimental: Upper body compression
An arm compression sleeve with a graduated compression between 18-25 mmHg will be worn on the dominant gaming arm while performing intense gridlock training using an AIM trainer lab. Muscle oxygen saturation of the extensor radialis muscle will be measured using near infrared spectroscopy.
An over the counter light compression sleeve will be worn during game training
No Intervention: No compression
Muscle oxygen saturation of the extensor radialis muscle will be measured using near infrared spectroscopy on the dominant gaming arm while performing intense gridlock training using an AIM trainer lab. .

What is the study measuring?

Primary Outcome Measures

Outcome Measure
Measure Description
Time Frame
Muscle tissue oxygen saturation
Time Frame: 30 minutes
A MOXY muscle oxygen sensor will be used on the extensor carpi radialis longus muscle to measure how much muscle desaturation occurs while playing video games that require a mouse.
30 minutes

Collaborators and Investigators

This is where you will find people and organizations involved with this study.

Investigators

  • Principal Investigator: Joanne Donoghue, Director of Clinical Research

Study record dates

These dates track the progress of study record and summary results submissions to ClinicalTrials.gov. Study records and reported results are reviewed by the National Library of Medicine (NLM) to make sure they meet specific quality control standards before being posted on the public website.

Study Major Dates

Study Start (Actual)

November 9, 2021

Primary Completion (Actual)

January 12, 2022

Study Completion (Actual)

January 12, 2022

Study Registration Dates

First Submitted

August 31, 2021

First Submitted That Met QC Criteria

August 31, 2021

First Posted (Actual)

September 8, 2021

Study Record Updates

Last Update Posted (Actual)

January 31, 2022

Last Update Submitted That Met QC Criteria

January 14, 2022

Last Verified

January 1, 2022

More Information

Terms related to this study

Additional Relevant MeSH Terms

Other Study ID Numbers

  • BHS-1674

Plan for Individual participant data (IPD)

Plan to Share Individual Participant Data (IPD)?

No

Drug and device information, study documents

Studies a U.S. FDA-regulated drug product

No

Studies a U.S. FDA-regulated device product

Yes

product manufactured in and exported from the U.S.

No

This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.

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