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Pain and Upper Extremity Function in Smartphone and Digital Game Addiction

24 maja 2026 zaktualizowane przez: Kubra Kardes, Istinye University

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.

Przegląd badań

Status

Rekrutacyjny

Warunki

Interwencja / Leczenie

Typ studiów

Obserwacyjny

Zapisy (Szacowany)

60

Kontakty i lokalizacje

Ta sekcja zawiera dane kontaktowe osób prowadzących badanie oraz informacje o tym, gdzie badanie jest przeprowadzane.

Kontakt w sprawie studiów

Lokalizacje studiów

Kryteria uczestnictwa

Badacze szukają osób, które pasują do określonego opisu, zwanego kryteriami kwalifikacyjnymi. Niektóre przykłady tych kryteriów to ogólny stan zdrowia danej osoby lub wcześniejsze leczenie.

Kryteria kwalifikacji

Wiek uprawniający do nauki

  • Dorosły

Akceptuje zdrowych ochotników

Nie dotyczy

Metoda próbkowania

Próbka prawdopodobieństwa

Badana populacja

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).

Opis

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)

Plan studiów

Ta sekcja zawiera szczegółowe informacje na temat planu badania, w tym sposób zaprojektowania badania i jego pomiary.

Jak projektuje się badanie?

Szczegóły projektu

Kohorty i interwencje

Grupa / Kohorta
Interwencja / Leczenie
Individuals with smartphone addiction
High smart phone addiction + low gaming addiction
Smartphone addiction and gaming addiction will be assessed using a scale.
Individuals with digital gaming addiction
High gaming addiction + low smart phone addiction
Smartphone addiction and gaming addiction will be assessed using a scale.
Healthy controls without addiction
Low smart phone addiction + low gaming addiction
Smartphone addiction and gaming addiction will be assessed using a scale.

Co mierzy badanie?

Podstawowe miary wyniku

Miara wyniku
Opis środka
Ramy czasowe
The Smartphone Addiction Scale-Short Form
Ramy czasowe: 4 weeks
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
Numeric Rating Scale
Ramy czasowe: 4 weeks
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
Ramy czasowe: 4 weeks
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
Ramy czasowe: 4 weeks
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
Ramy czasowe: 4 weeks
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
Ramy czasowe: 4 weeks
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
Digital Game Addiction Scale
Ramy czasowe: 4 weeks
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

Współpracownicy i badacze

Tutaj znajdziesz osoby i organizacje zaangażowane w to badanie.

Daty zapisu na studia

Daty te śledzą postęp w przesyłaniu rekordów badań i podsumowań wyników do ClinicalTrials.gov. Zapisy badań i zgłoszone wyniki są przeglądane przez National Library of Medicine (NLM), aby upewnić się, że spełniają określone standardy kontroli jakości, zanim zostaną opublikowane na publicznej stronie internetowej.

Główne daty studiów

Rozpoczęcie studiów (Rzeczywisty)

1 maja 2026

Zakończenie podstawowe (Szacowany)

1 lipca 2026

Ukończenie studiów (Szacowany)

15 lipca 2026

Daty rejestracji na studia

Pierwszy przesłany

1 maja 2026

Pierwszy przesłany, który spełnia kryteria kontroli jakości

1 maja 2026

Pierwszy wysłany (Rzeczywisty)

7 maja 2026

Aktualizacje rekordów badań

Ostatnia wysłana aktualizacja (Rzeczywisty)

27 maja 2026

Ostatnia przesłana aktualizacja, która spełniała kryteria kontroli jakości

24 maja 2026

Ostatnia weryfikacja

1 maja 2026

Więcej informacji

Terminy związane z tym badaniem

Informacje o lekach i urządzeniach, dokumenty badawcze

Bada produkt leczniczy regulowany przez amerykańską FDA

Nie

Bada produkt urządzenia regulowany przez amerykańską FDA

Nie

Te informacje zostały pobrane bezpośrednio ze strony internetowej clinicaltrials.gov bez żadnych zmian. Jeśli chcesz zmienić, usunąć lub zaktualizować dane swojego badania, skontaktuj się z register@clinicaltrials.gov. Gdy tylko zmiana zostanie wprowadzona na stronie clinicaltrials.gov, zostanie ona automatycznie zaktualizowana również na naszej stronie internetowej .

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