Hand-Held Dynamometer Assessment: E-Sports Grip-Asymmetry Index as a Predictor of Wrist Pain

Trial statusRecruiting
Trial phaseNot listed
Trial typeObservational
Biological sexAll
Age18-30
SponsorAhram Canadian University

About this trial

This cross-sectional study investigates whether a simple Grip-Asymmetry Index (GAI) can predict self-reported wrist pain in professional e-sports athletes. Professional gamers (aged 18-30) who play at least 35 hours per week will be assessed using a Jamar dynamometer to measure maximal grip force in both hands. The study will compare GAI between two groups: those with wrist pain (≥3/10 on Visual Analog Scale during play) and those without pain. A GAI cutoff value for predicting wrist pain risk will be established through ROC analysis, with additional factors such as gaming hours, BMI, and sex incorporated into a multivariable logistic regression model.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

Professional e-sports athletes (receiving compensation for gaming activities)

Age between 18 and 30 years

Gaming for at least 35 hours per week

For Pain Group: Reports wrist pain rated ≥3/10 on VAS during gaming activities

Disqualifiers

History of neurologic disease

History of rheumatic disease

Previous wrist surgery

Recent wrist trauma (within 3 months)

Trial population

Professional e-sports athletes between 18-30 years old who compete in organized video gaming competitions and receive compensation for their gaming activities. Participants will be recruited from professional e-sports teams, gaming organizations, and competitive gaming events in the region. The study population will include individuals who play competitive video games for at least 35 hours per week using standard computer peripherals (mouse and keyboard). Both male and female athletes will be eligible, and efforts will be made to recruit a representative sample across different gaming genres (FPS, MOBA, RTS, etc.) and competitive levels.

Trial design

Design model

Other

Time perspective

Cross-sectional

Treatments tested in this trial

  • Pain Group

    Other intervention

    Professional e-sports athletes who report wrist pain rated at 3 or higher on a 10-point Visual Analog Scale during gaming activities. These participants play video games professionally for at least 35 hours per week, are between 18-30 years old, and have no history of neurologic or rheumatic disease.

  • No-Pain Group

    Other intervention

    Professional e-sports athletes who report minimal to no wrist pain (less than 3 on a 10-point Visual Analog Scale) during gaming activities. These participants play video games professionally for at least 35 hours per week, are between 18-30 years old, and have no history of neurologic or rheumatic disease.

Treatment groups

56 Participants
are divided into 2 treatment groups
Group A: Pain Group1 intervention
Group B: No-Pain Group1 intervention

Trial outcomes

Primary outcomes

1

Grip-Asymmetry Index (GAI)

The Grip-Asymmetry Index is calculated as (Dominant hand grip strength - Non-dominant hand grip strength) / Dominant hand grip strength × 100%. Grip strength is measured in kilograms using a calibrated Jamar hand-held dynamometer following standardized testing protocols. Higher GAI values indicate greater asymmetry between dominant and non-dominant hands.

Time frame
Measured once at study enrollment

Secondary outcomes

1

Maximal grip force in dominant hand

Maximum grip strength measured in kilograms using a calibrated Jamar hand-held dynamometer following standardized testing protocols

Time frame
Measured once at study enrollment
2

Maximal grip force in non-dominant hand

Maximum grip strength measured in kilograms using a calibrated Jamar hand-held dynamometer following standardized testing protocols

Time frame
Measured once at study enrollment
3

Wrist pain intensity during gaming

Self-reported wrist pain measured using a Visual Analog Scale (VAS) ranging from 0 (no pain) to 10 (worst pain imaginable) during typical gaming sessions

Time frame
Assessed at study enrollment, reflecting current pain experience during gaming activities
4

Weekly gaming hours

Self-reported average number of hours spent gaming per week

Time frame
Assessed at study enrollment, reflecting average from the past month

Other outcomes

Locations

1

Map coordinates are unavailable for these locations. Locations are shown below instead.

Outpatient clinic of faculty of physical therapy, Ahram Canadian UniversityRecruiting3221405, Al Ḩayy Ath Thāmin, Giza GovernorateEgyptEgypt

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