- ICH GCP
- US Clinical Trials Registry
- Klinisk forsøg NCT07573345
Pain and Upper Extremity Function in Smartphone and Digital Game Addiction
The Effects of Smartphone and Digital Game Addiction on Pain and Upper Extremity Function: A Comparative Study
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.
Studieoversigt
Undersøgelsestype
Tilmelding (Anslået)
Kontakter og lokationer
Studiekontakt
- Navn: Kubra Kardes, Asst. Prof.
- Telefonnummer: 05387115631
- E-mail: kubrakoce@gmail.com
Studiesteder
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Istanbul, Tyrkiet (Türkiye), 34010
- Rekruttering
- Istinye University
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Kontakt:
- Kubra Kardes
- Telefonnummer: 05387115631
- E-mail: kubra.koce@istinye.edu.tr
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Deltagelseskriterier
Berettigelseskriterier
Aldre berettiget til at studere
- Voksen
Tager imod sunde frivillige
Prøveudtagningsmetode
Studiebefolkning
Beskrivelse
Inclusion Criteria:
- Being between 18-45 years old
- Volunteering to participate in the study
Exclusion Criteria:
- Individuals who have undergone major surgery or trauma related to the musculoskeletal system, primarily the upper extremities and trunk
- Individuals with neurological diseases
- Individuals with active rheumatic diseases
- Individuals with systemic diseases (diabetes, hypothyroidism, infection, malignancy, etc.)
- Individuals with serious psychological problems (scoring 30 or higher on the BDE)
- Individuals with contraindications to the assessment methods (acute inflammations, viral and bacterial infections, infectious diseases, fever, deep vein thrombosis, active malignant disease, aneurysms)
- Obesity (BMI ≥ 30 kg/m2)
Studieplan
Hvordan er undersøgelsen tilrettelagt?
Design detaljer
Kohorter og interventioner
Gruppe / kohorte |
Intervention / Behandling |
|---|---|
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Individuals with smartphone addiction
High smart phone addiction + low gaming addiction
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Smartphone addiction and gaming addiction will be assessed using a scale.
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Individuals with digital gaming addiction
High gaming addiction + low smart phone addiction
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Smartphone addiction and gaming addiction will be assessed using a scale.
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Healthy controls without addiction
Low smart phone addiction + low gaming addiction
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Smartphone addiction and gaming addiction will be assessed using a scale.
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Hvad måler undersøgelsen?
Primære resultatmål
Resultatmål |
Foranstaltningsbeskrivelse |
Tidsramme |
|---|---|---|
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The Smartphone Addiction Scale-Short Form
Tidsramme: 4 weeks
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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.
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4 weeks
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Numeric Rating Scale
Tidsramme: 4 weeks
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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.
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4 weeks
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Closed Kinetic Chain Upper Extremity Stability Test
Tidsramme: 4 weeks
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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.
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4 weeks
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Minnesota Manual Dexterity Test
Tidsramme: 4 weeks
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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.
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4 weeks
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Medicine Ball Throw Test
Tidsramme: 4 weeks
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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.
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4 weeks
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Reaction Rate Assessment
Tidsramme: 4 weeks
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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.
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4 weeks
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Digital Game Addiction Scale
Tidsramme: 4 weeks
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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.
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4 weeks
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Samarbejdspartnere og efterforskere
Sponsor
Datoer for undersøgelser
Studer store datoer
Studiestart (Faktiske)
Primær færdiggørelse (Anslået)
Studieafslutning (Anslået)
Datoer for studieregistrering
Først indsendt
Først indsendt, der opfyldte QC-kriterier
Først opslået (Faktiske)
Opdateringer af undersøgelsesjournaler
Sidste opdatering sendt (Faktiske)
Sidste opdatering indsendt, der opfyldte kvalitetskontrolkriterier
Sidst verificeret
Mere information
Begreber relateret til denne undersøgelse
Yderligere relevante MeSH-vilkår
Andre undersøgelses-id-numre
- 2025-193
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