NCT06978426

Brief Summary

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.

Trial Health

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Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Trial has exceeded expected completion date
Enrollment
56

participants targeted

Target at P25-P50 for all trials

Timeline
Completed

Started Jun 2025

Shorter than P25 for all trials

Geographic Reach
1 country

1 active site

Status
recruiting

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

May 10, 2025

Completed
8 days until next milestone

First Posted

Study publicly available on registry

May 18, 2025

Completed
14 days until next milestone

Study Start

First participant enrolled

June 1, 2025

Completed
6 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

December 1, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

December 1, 2025

Completed
Last Updated

May 18, 2025

Status Verified

May 1, 2025

Enrollment Period

6 months

First QC Date

May 10, 2025

Last Update Submit

May 10, 2025

Conditions

Outcome Measures

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.

    Measured once at study enrollment

Secondary Outcomes (4)

  • Maximal grip force in dominant hand

    Measured once at study enrollment

  • Maximal grip force in non-dominant hand

    Measured once at study enrollment

  • Wrist pain intensity during gaming

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

  • Weekly gaming hours

    Assessed at study enrollment, reflecting average from the past month

Study Arms (2)

Pain Group

Professional e-sports athletes reporting wrist pain ≥3/10 on VAS during play

Other: Pain Group

No-Pain Group

Professional e-sports athletes reporting minimal to no wrist pain (\<3/10 on VAS during play)

Other: No-Pain Group

Interventions

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.

Pain Group

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.

No-Pain Group

Eligibility Criteria

Age18 Years - 30 Years
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64)
Sampling MethodNon-Probability Sample
Study 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.

You may qualify if:

  • 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
  • For No-Pain Group: Reports minimal to no wrist pain (\<3/10 on VAS) during gaming activities

You may not qualify if:

  • History of neurologic disease
  • History of rheumatic disease
  • Previous wrist surgery
  • Recent wrist trauma (within 3 months)
  • Use of pain medication within 24 hours of assessment
  • Inability to perform grip strength testing

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Outpatient clinic of faculty of physical therapy, Ahram Canadian University

Al Ḩayy Ath Thāmin, Giza Governorate, 3221405, Egypt

RECRUITING

MeSH Terms

Conditions

Wrist Injuries

Condition Hierarchy (Ancestors)

Arm InjuriesWounds and Injuries

Central Study Contacts

Mohamed M ElMeligie, Ph.D

CONTACT

Study Design

Study Type
observational
Observational Model
OTHER
Time Perspective
CROSS SECTIONAL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Lecturer of Physical Therapy

Study Record Dates

First Submitted

May 10, 2025

First Posted

May 18, 2025

Study Start

June 1, 2025

Primary Completion

December 1, 2025

Study Completion

December 1, 2025

Last Updated

May 18, 2025

Record last verified: 2025-05

Data Sharing

IPD Sharing
Will not share

Locations