Investigation of the Immediate Effect of IASTM on Some Parameters in E-Sports Players

Trial statusNot yet recruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age18-30
SponsorBahçeşehir University

About this trial

Due to the nature of competitive sports, frequent and regular training by e-sports players to increase their performance provides e-athletes with success in the field, but it also increases the time spent in front of the screen. It is known that e-athletes train for an average of 5.5 to 10 hours per day. Therefore, sedentary behavior that develops due to screens is an issue that e-athletes should be careful about. While reasons such as disrupted sleep patterns, increased stress levels and mood changes experienced in the game following increased screen time negatively affect cardiovascular and metabolic health, the fact that e-sports do not require any physical effort also negatively affects the e-sports player's muscular activation. Due to the reasons mentioned, e-sports can cause chronic diseases in the long term. The process from the presence of a stimulus to the execution of the action that will occur following the stimulus is called reaction time. Reaction time can also be described as the value taken when a stimulus exceeds the threshold value, when movement is released or at the beginning of the explosive response. Reaction time consists of stages. The process, which starts with the transmission of the sensory stimulus through the receptors, establishes a perceptual link with the motor response and decides to produce a reactive response, and ends with the process of producing a movement that requires muscular force in the perceptual process. In studies conducted on e-sports players, the most common complaints resulting from long training periods are vision problems and eye fatigue, followed by pain experienced especially in the back, neck and wrist areas. E-sports players perform with poor posture compared to traditional athletes. Games played on mobile phones, especially computer-based games, cause changes in the structure of the spine, pain complaints, movement limitations, and loss of stability and balance. It is argued that the main reason for the pain experienced by approximately half of the players is the anterior displacement of the head due to the prolonged static position spent in front of the screen after a certain number of minutes and the pains brought about by muscle strength imbalances. To our knowledge, there is no study in the literature that investigates the immediate effect of a myofascial release technique applied to university student e-sports players on hand reaction time, neck pain and cervical joint position sense parameters. The aim of this study is to investigate the instantaneous effect of a myofascial release technique, the Graston Technique, on hand reaction time, neck pain and cervical joint position sense in university student e-sports players. Our study is valuable in this respect.

Eligibility criteria

This trial accepts healthy volunteers

Qualifiers

being a university student

exercise in front of a screen for at least 3 hours a day

become a licensed e-sports player

volunteering to participate in the study

Disqualifiers

having had upper extremity surgery

having visual impairment that may affect the research results

having a neurological problem

having an orthopedic problem causing neck pain

Trial design

Design model

Parallel

Treatments tested in this trial

  • IASTM

    Other intervention

    IASTM: For the application, the participant is seated on a chair, puts his hands together on the bed in front of him and puts his head on his hands (Figure 4). Vaseline cream is applied to the area to be applied to ensure that the Graston Technique instruments slide more easily in the tissue. The application area is the area between the mastoid processes proximally, the acromial processes laterally, and the T2 vertebra level distally. The researcher who will perform the application stands behind the participant. Application is performed for 10 minutes at a 45o angle with 3 different Graston instruments.

Treatment groups

20 Participants
are divided into 2 treatment groups
Group A: Intervention GroupExperimental treatment 1 intervention
Group B: Control GroupNo intervention 0 interventions

Trial outcomes

Primary outcomes

1

Hand Reaction Time

In e-sports players, hand reaction speed is a factor that affects their performance. Although there are other methods that evaluate hand reaction time, in this study, since the participants are e-sports players, a mouse and web page based method was preferred ("Aim Trainer" Hand Reaction Time Test). This method tests hand-eye coordination along with hand reaction time. When the test starts, a target board appears on the screen. The participant must point to the target board with the mouse and click 30 times in a row. The average time per target is given in milliseconds as a result of the test.

Time frame
baseline, immediately after the intervention

Secondary outcomes

1

Neck Pain

The level and quality of the cervical region pain felt by the participants will be assessed with the Short Form McGill Pain Questionnaire (SF-MPQ), which has validity and reliability in Turkish. This form provides information about the perceptual, sensory and severity sections in pain perception. The main section of the SF-MPQ includes 15 descriptive adjectives (11 perceptual and 4 sensory) for pain perception. The level of severity felt by the patient is assessed with a numerical value scale (0=none, 1=mild, 2=moderate, 3=severe). In addition, a 10 cm visual analog scale (VAS) is used to measure pain severity. They are asked to indicate the pain they feel during the assessment with an ''X'' mark on the 10 cm scale. According to this scale, a ''0'' value indicates no pain, and a ''10'' value indicates the most severe pain. The distance between the marked point and the starting point is measured. Finally, the patient's total pain intensity is evaluated with a 6-point Likert-type scale

Time frame
baseline, immediately after the intervention
2

Cervical Joint Position Sense

The method described by Revel et al. (1991) will be used in the assessment of cervical joint position sense. In this method, a small laser pointer mounted on a light helmet and a board consisting of circles drawn 1 cm apart from each other are used. The individuals to be assessed are seated in a back-supported chair 90 cm away from the board mounted on the wall. The laser pointer is set to the starting point, the participants' eyes are closed and they are asked to keep this point in their mind. The distance from the laser's final position to the initial position is measured horizontally, vertically and globally in centimeters. * Horizontal error: The distance of the point returned after the cervical joint movement to the vertical axis is recorded. * Vertical error: The distance of the point returned after the cervical joint movement to the horizontal axis is recorded. * Global error: The distance of the point returned after the cervical joint movement to the starting point is record

Time frame
baseline, immediately after the intervention

Other outcomes

Sponsors and contacts

Click on the lead sponsor to view all of their trials.

Bahçeşehir University

Lead sponsor

Sivas Cumhuriyet Universtiy

Collaborator

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