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Pain and Upper Extremity Function in Smartphone and Digital Game Addiction

2026年8月21日 更新者: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.

研究概览

地位

完全的

条件

干预/治疗

研究类型

观察性的

注册 (实际的)

60

联系人和位置

本节提供了进行研究的人员的详细联系信息,以及有关进行该研究的地点的信息。

学习地点

参与标准

研究人员寻找符合特定描述的人,称为资格标准。这些标准的一些例子是一个人的一般健康状况或先前的治疗。

资格标准

适合学习的年龄

  • 成人

接受健康志愿者

不适用

取样方法

概率样本

研究人群

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).

描述

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)

学习计划

本节提供研究计划的详细信息,包括研究的设计方式和研究的衡量标准。

研究是如何设计的?

设计细节

队列和干预

团体/队列
干预/治疗
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.

研究衡量的是什么?

主要结果指标

结果测量
措施说明
大体时间
The Smartphone Addiction Scale-Short Form
大体时间: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
大体时间: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
大体时间: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
大体时间: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
大体时间: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
大体时间: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
大体时间: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

合作者和调查者

在这里您可以找到参与这项研究的人员和组织。

研究记录日期

这些日期跟踪向 ClinicalTrials.gov 提交研究记录和摘要结果的进度。研究记录和报告的结果由国家医学图书馆 (NLM) 审查,以确保它们在发布到公共网站之前符合特定的质量控制标准。

研究主要日期

学习开始 (实际的)

2026年5月1日

初级完成 (实际的)

2026年8月1日

研究完成 (实际的)

2026年8月15日

研究注册日期

首次提交

2026年5月1日

首先提交符合 QC 标准的

2026年5月1日

首次发布 (实际的)

2026年5月7日

研究记录更新

最后更新发布 (实际的)

2026年8月25日

上次提交的符合 QC 标准的更新

2026年8月21日

最后验证

2026年8月1日

更多信息

与本研究相关的术语

药物和器械信息、研究文件

研究美国 FDA 监管的药品

不

研究美国 FDA 监管的设备产品

不

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