| Literature DB >> 35842605 |
Chuck Tholl1, Peter Bickmann2, Konstantin Wechsler3, Ingo Froböse2, Christopher Grieben4.
Abstract
BACKGROUND: Video gaming is a recreational activity with yearly increasing popularity. It is mostly a sedentary behavior combined with repetitive movements of the upper limbs. If performed excessively, these movements may promote strain injuries and a sedentary lifestyle is one of the contributing factors to musculoskeletal disorders. Therefore, a systematic review was conducted to evaluate if video gaming negatively affects the musculoskeletal system of video gamers.Entities:
Keywords: Esports; MSD; Physical pain; Sedentary behavior; Video gaming
Mesh:
Year: 2022 PMID: 35842605 PMCID: PMC9288077 DOI: 10.1186/s12891-022-05614-0
Source DB: PubMed Journal: BMC Musculoskelet Disord ISSN: 1471-2474 Impact factor: 2.562
Fig. 1PRISMA Flow chart of study selection
Study characteristics
| First author (year), country | Study design | Population | Sample size (n) | Mean Age [yrs] (range), sex | Types of video gaming devicea | Definition of MSD to identify changesb | Evaluation methods | Body regions of interest |
|---|---|---|---|---|---|---|---|---|
| Cross sectional survey | School students | 212 | 12.4 (5 – 18), 52% female | Computer, console, handheld | Presence of cumulative trauma disorders | Non-standardized questionnaire | Back, head, neck, wrist | |
| Cross sectional survey | College esport players | 65 | NR (18 – 22), NR | Computer, more CD | Reported pain in different body regions | Non-standardized questionnaire | Back, hand, neck, wrist | |
| Cross sectional survey | School students | 6003 | 14-, 16-, 18-year-olds, 52.2% female | Computer, console | Neck-shoulder pain [NSP] or lower back pain [LBP] in the past 6 months | Non-standardized questionnaire | Back, neck, shoulder | |
| Cross sectional survey | School students | 7757 | 13–14-, 15–16-, 17–18-year-olds, 50% female | Computer, console, more CD | MSK pain during the past 3 months | Non-standardized questionnaire | Summarized3 | |
| Cross sectional survey | Gaming room visitors and college students | 284 | 22.9 (17—29), 100% male | Computer | Presence, duration and severity of MSDs in upper limbs | NIOSH Criteria | Elbow, hand, neck, shoulder, wrist | |
| Cross sectional survey | Esport athletes | 188 | 17.1 (15 – 35), 97.9% male | Computer | MSK pain during the previous week | Non-standardized questionnaire | Back, neck, shoulder | |
| Cross sectional survey | Junior college students | 500 | 17.9 (16—20), 60% male | Smartphone | (1) Positive test for de Quervain’s disease (2) Limited wrist movements in the past 2 weeks | (1) Finkelstein's test (2) Partially standardized questionnaire | Wrist | |
| Cross sectional survey | High school students | 1102 | 16.8 (14 – 20), 53.3% female | Computer | Neck pain | Partially standardized questionnaire | Neck | |
| Cross sectional survey | School-aged athletes | 6143 | 11Median (6—15), 71.1% male | Computer, console, handheld, smartphone | Current pain in different body parts | Non-standardized questionnaire | Summarizedc | |
| Cross sectional survey | Young baseball players | 200 | 11 (9—12), 100% male | Computer, console, handheld, smartphone | Elbow or shoulder pain (in throwing arm) during the past 12 months | Non-standardized questionnaire | Elbow, shoulder | |
| Cross sectional survey | High school students | 961 | 16.5 (14—19), 61.6% female | Computer, console, handheld | Presence of musculoskeletal pain in the last 6 months | Non-standardized questionnaire | Summarizedc | |
| Cross sectional survey | School students | 1143 | NR (6 – 11), 51.2% male | Console | Current or equivocal trapezius stiffness [MS] or MS and displacement of scapula [DS/MS] | Non-standardized questionnaire | Neck, shoulder | |
| Cross sectional survey | School students in Nordic European countries | 31,022 | 11-, 13-, 15-year-olds, 50% female | Computer, console | Physical complaints in past 6 months (backache and headache) | HBSC-Symptom checklist | Back, head | |
| Experimental study | College students | 12 | 24.2 (21—28), 58% female | Smartphone | (1) Muscle tension during experiment (2) Musculoskeletal discomfort | (1) Surface electromyography (2) Visual analog | Hand | |
| Cross sectional survey | High school students | 954 | 16.5 (14—19), 61.4% female | Computer, console, handheld | Prevalence of headache | Non-standardized questionnaire | Head | |
| Cross sectional survey | School-aged athletes | 6441 | 11Median (6—15), 71% male | Computer, console, handheld | Current pain in different body parts | Non-standardized questionnaire | Back |
CD Cannot determine, MSD Musculoskeletal Disorder, NR Not reported, Yrs Years
aIndicated video gaming devices. Possible devices are computer, console, handheld and smartphone
bHow MSDs are defined and/or how are changes determined
cResults of different body regions were collected independently but presented summarized
MedianMedian was indicated
Risk of bias in individual studies
| Selection | Comparability | Outcome | Score | |||||
|---|---|---|---|---|---|---|---|---|
| Study: first author (year) | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
| Burke (2002) [ | ★ | ★ | ★★ | ★ | 5 | |||
| DiFransiciso-Donoghue (2019) [ | ★ | 1 | ||||||
| Hakala (2006) [ | ★ | ★ | ★ | ★ | ★★ | ★ | ★ | 8 |
| Hellström (2015) [ | ★ | ★ | ★ | ★ | ★★ | ★ | ★ | 8 |
| Kang (2003) [ | ★ | ★ | ★★ | ★ | ★ | 6 | ||
| Lindberg (2020) [ | ★ | ★ | ★ | ★★ | ★ | ★ | 7 | |
| Ma (2019) [ | ★ | ★ | ★ | ★ | ★ | ★ | ★ | 7 |
| Meziat-Filho (2017) [ | ★ | ★ | ★ | ★★ | ★ | ★ | 7 | |
| Sekiguchi (2018a) [ | ★ | ★ | ★ | ★★ | ★ | ★ | 7 | |
| Sekiguchi (2018b) [ | ★ | ★ | ★★ | ★ | ★ | 6 | ||
| Silva (2016) [ | ★ | ★ | ★ | ★★ | ★ | ★ | 7 | |
| Tazawa (2001) [ | ★ | ★ | ★ | ★ | ★ | 5 | ||
| Torsheim (2010) [ | ★ | ★ | ★★ | ★★ | ★ | ★ | 8 | |
| Wang (2019) [ | ★★ | ★★ | ★ | 5 | ||||
| Xavier (2015) [ | ★ | ★ | ★ | ★★ | ★ | ★ | 7 | |
| Yabe (2018) [ | ★ | ★ | ★ | ★★ | ★ | ★ | 7 | |
1: Representativeness of the sample; 2: Justified and satisfactory sample size; 3: Non-respondents rate and characteristics; 4: Ascertainment of the exposure or risk factor (2 stars possible); 5: Comparability of groups based on study design or analysis (2 stars possible); 6: Assessment of the outcome (2 stars possible); 7: Statistical test description; Score: from 0 (low quality) to 10 stars (high quality)
Results of individual studies
| 3.3 h on Saturday | Not applicable | -Video gaming was a significant predictor for physical complaints (eyestrain, headache, back discomfort, wrist discomfort) -Non-educational games were a significant risk factor for wrist pain, backache and headache -Wrist discomfort was significantly influenced by joystick use and computer gameplay | No OR | ||||
| NR | Not applicable | -The most reported complaints from esport players were eye fatigue (52%), followed by neck, back (41%), wrist (36%) and hand pain (30%) | No OR | ||||
| ≤ 1 h, 2-3 h, 4-5 h, > 5 h/day | Yes | -Risk of NSP increased only in the first model by playing digital games > 5 h/day -Digital gaming exceeding 5 h/day was a threshold for LBP in all three models | Not playing digital games at all or not daily | NSP: 2-3 h: 1.2 (0.9–1.4) 4-5 h: 1.1 (0.7–1.7) LBP: 2-3 h: 0.9 (0.7–1.2) 4-5 h: 1.1 (0.7–1.9) | NSP: 2-3 h: 1.0 (0.8–1.3) 4-5 h: 1.0 (0.6–1.6) > 5 h: 1.5 (0.9–2.6) LBP: 2-3 h: 0.9 (0.6–1.2) 4-5 h: 1.1 (0.7–1.9) | NSP: 2-3 h: 1.0 (0.8–1.3) 4-5 h: 1.0 (0.6–1.6) > 5 h: 1.4 (0.8–2.4) LBP: 2-3 h: 0.8 (0.6–1.1) 4-5 h: 0.9 (0.5–1.6) | |
| NR | Yes | -Online multiplayer games were associated with MSK symptoms, but not in multivariate binary logistic regression -Gaming time on weekdays elevated the probability of MSK symptoms significantly | Non gamers vs. online gaming time on weekdays | Not applicable | Not applicable | ||
< 1 h, 1-2 h, > 2 h/day | Yes | -MSD prevalence of the upper limbs in gaming room users was 26.8% Most frequently in neck (16.2%), shoulders (14.4%) and wrist (8.8%) -In bivariate analysis a non-significant trend between symptom prevalence of MSDs of the upper limbs and game room usage was observed -In multivariate analysis the duration of game room use was a significant determinant of MSDs in the whole upper limbs and especially in the neck, elbow, wrist and finger areas | Using game rooms < 1 h/day | Neck: 1-2 h: 1.7 (NR) Shoulder 1-2 h: 0.8 (NR) > 2 h: 1.2 (NR) Elbow: 1-2 h: 1.1 (NR) > 2 h: 3.5 (NR) Wrist: 1-2 h: 1.5 (NR) Finger: 1-2 h: 1.9 (NR) Whole upper limbs: 1-2 h: 1.3 (NR) > 2 h: 1.9 (NR) | Neck: Shoulder 1.1 (0.7–1.7) Elbow: Wrist: Finger: Whole upper limbs: | Not applicable | |
| 24.2 ± NR | Not applicable | -MSK pain was prevalent in esports athletes with 42.6% -The most reported body pain regions were the back (31.3%), neck (11.3%) and shoulders (11.3%) -MSK pain was significantly associated with less participation in esports-related training | No OR | ||||
< 2 h, 2–3.9 h, 4–5.9 h, > 6 h/day | Yes | -Wrist position and smartphone playtime correlated significantly with DD -Students who spent over 2.25 h/day videogame playing had significantly higher risk of DD -Wrist positioning while smartphone gaming in dorsiflexion was more associated with DD than in function position | Mobile gaming > 2.25 h/day | Not applicable | Not applicable | ||
| < 2 h, ≥ 2 h/day | Yes | -The prevalence of acute neck pain while playing videogames < 2 h/day was 33.5%, for chronic neck pain it was 16.7% -The prevalence of acute neck pain while playing videogames ≥ 2 h/day was 31.0%, for chronic neck pain it was 13.5% | No OR | ||||
| < 1 h, 1-2 h, 2-3 h, ≥ 3 h/day | Yes | -Playing videogames ≥ 3 h/day was significantly associated with MSK pain in crude analysis -The risk of MSK pain was increased by 39% in the group of high videogame time (≥ 3 h/day) in adjusted analysis -The group of high videogame time (≥ 3 h/day) was significantly associated with MSK pain in three or more locations | Video gaming < 1 h/day | 1-2 h: 1.0 (0.9–1.2) 2-3 h: 1.1 (0.9–1.3) ≥ 3 h: | 1-2 h: 1.0 (0.9–1.2) 2-3 h: 1.1 (0.9–1.3) ≥ 3 h: | Not applicable | |
| < 1 h, 1-2 h, 2-3 h, ≥ 3 h/day | Yes | -High videogame time (≥ 3 h/day) was significantly associated with elbow or shoulder pain in young baseball players -This association was also significant in multivariate analysis | Video gaming < 1 h/day | 1-2 h: 1.5 (0.7–3.0) 2-3 h: 1.0 (0.4–2.7) ≥ 3 h: | 1-2 h: 1.4 (0.7–3.0) 2-3 h: 1.0 (0.4–2.6) ≥ 3 h: | 1-2 h: 1.4 (0.7–3.0) 2-3 h: 0.9 (0.3–2.5) ≥ 3 h: | |
| < 1 h, > 1 h/day | No | -The use of electronic games was reported by 2.9% of the adolescents as a triggering factor for at least one pain symptom -The use of electronic games was not associated with pain complaints in any of the surveyed body regions | Electronic gaming < 1 h/day | Cervical region: 1.0 (0.8–1.4) Scapular region: 1.0 (0.8–1.5) Thoracolumbar column: 0.9 (0.7–1.6) Upper limb: 1.1 (0.8–1.5) | Not applicable | Not applicable | |
| 0 h, 0.5 h, 1 h/day | Yes | -Excessive console gaming (> 1 h/day) caused greater frequency of MS than non-console playing (25.6% vs. 14.4%) -Console playing correlated highly significantly with MS | No OR | ||||
| 9.5a ± NR | Yes | -Computer gaming in boys was not correlated with either weekly backaches or headaches -Computer gaming in girls was significantly correlated with weekly backaches and headaches | Per added daily hour of computer gaming | Boys backache: 1.1 (1.0–1.1) Girls backache: 1.1 (1.0–1.1) Boys headache: 1.0 (1.0–1.1) Girls headache: 1.0 (1.0-.1.0) | Boys backache: 1.0 (1.0–1.1) Girls backache: 1.1 (1.0–1.1) Boys headache: 1.0 (1.0–1.1) Girls headache: 1.0 (1.0-.1.0) | Not applicable | |
| NR | Not applicable | -Measured median frequency of thumb muscles were reduced significantly after 30 min of continuously playing smartphone games -Measured mean power frequency of thumb muscles were reduced significantly after 30 min of continuously playing smartphone games -VAS scores for discomfort increased significantly after 30 min of playing the smartphone game (score difference: 0 to 2) | No OR | ||||
| 9.7 ± 15.5 | Yes | -Excessive use of electronic devices (> 4 h/day) was associated with the presence of headaches -Excessive use of electronic games (> 4 h/day) was associated with the presence of headaches | Electronic gaming < 1 h/day | 1.4 (0.4–5.7) | Not applicable | ||
| < 1 h, 1-2 h, 2-3 h, ≥ 3 h/day | Yes | -Videogame-playing time/day was significantly associated with the presence of lower back pain in both crude and adjusted model analyses -In all three models videogame-play times of ≥ 3 h/day were highly significantly associated with lower back pain | Video gaming < 1 h/day | 1-2 h: 1.3 (1.0–1.7) 2-3 h: ≥ 3 h: | 1-2 h: 1.3 (1.0–1.8) 2-3 h: 1.4 (1.0–2.0) ≥ 3 h: | 1-2 h: 2-3 h: ≥ 3 h: |
DD De Quervain’s Disease, LSB Lower Back Pain, MS Muscle Stiffness, MSD Musculoskeletal Disorder, MSK Musculoskeletal, NR Not reported, NSP Neck-Shoulder Pain, OR Odds Ratio; Bold = Significant result (p < .05)
aThe mean value was self-calculated