Efficacy of Dorsal Kinesio Tape Application for Carpal Tunnel Syndrome in Esports Gamers: A Randomized Clinical Trial
Efficacy of the Dorsal Application of Kinesio Tape on Esport Gamers
1 other identifier
interventional
11
1 country
3
Brief Summary
This clinical trial investigates the effectiveness of Kinesio Tape (KT) in alleviating carpal tunnel-like symptoms and enhancing gaming performance among young adult PC gamers. The study aims to address two primary questions: Does Kinesio Tape reduce wrist pain in adult PC gamers experiencing carpal tunnel-like symptoms? Does Kinesio Tape improve gaming performance in this population? Researchers will compare the effects of KT applied to the wrist versus the scapular spine to determine if wrist application provides greater pain relief and performance benefits. Participants will undergo: Screening \& Consent (Up to 30 minutes via Zoom): Informed consent and a Phalen's test to assess carpal tunnel-like symptoms. Baseline (Day 0, 75 minutes): Completion of a demographic survey, 15 minutes of gaming on Kovaaks FPS Aim Trainer, KT application, 15 minutes of post-application gaming, and surveys (Boston Carpal Tunnel Syndrome Severity \[BCSS\] and KT feedback). Days 1 \& 2 (15 minutes each): KT removal and reapplication, followed by BCSS and KT feedback surveys. Day 3 (75 minutes): Repeat gaming tests, KT application, and completion of BCSS and KT feedback surveys, mirroring Day 0 procedures. Total Time Commitment: Approximately 210 minutes (3.5 hours) over four sessions.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at below P25 for not_applicable
Started Jan 2025
Shorter than P25 for not_applicable
3 active sites
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
Study Start
First participant enrolled
January 22, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
March 28, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
March 28, 2025
CompletedFirst Submitted
Initial submission to the registry
April 23, 2025
CompletedFirst Posted
Study publicly available on registry
May 28, 2025
CompletedMay 28, 2025
January 1, 2025
2 months
April 23, 2025
May 19, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Carpal Tunnel-Like Symptom Severity (Boston Carpal Tunnel Questionnaire - Symptom Severity Scale)
This outcome measures the severity and frequency of carpal tunnel-like symptoms, including pain, numbness, tingling, and weakness in the hand, wrist, and forearm. Symptom severity was assessed using the Boston Carpal Tunnel Questionnaire - Symptom Severity Scale (BCTQ-SSS), a validated self-report measure. The BCTQ-SSS uses a 5-point Likert scale where 1 indicates no symptoms and 5 indicates very severe symptoms. Participants rated their symptoms at the end of each session to monitor changes across the intervention period. Higher scores reflect greater symptom burden. This measure was used to evaluate whether kinesiotape application reduced the severity of symptoms commonly associated with repetitive strain injuries in esports players.
Administered at the end of each session on Day 0 (baseline), Day 1, Day 2, and Day 3 (post-intervention). Sessions were held every other day over an 8-day period.
Esports Gaming Performance (Kovaaks Aim Trainer)
Gaming performance was assessed using Kovaaks Aim Trainer, a validated simulation platform designed to measure key motor skills essential to first-person shooter (FPS) gameplay, including speed, accuracy, reaction time, and total task score. Participants completed two structured testing sessions-on Day 0 (baseline) and Day 3 (post-intervention)-each consisting of 15-minute gaming tasks both before and after kinesiotape application. The selected simulations targeted core esports competencies such as tracking (sustained aim on moving targets), flicking (rapid target shifts), and strafing (aiming while moving), which reflect real-world gaming demands. Performance data, including accuracy percentage and total score, were automatically recorded by the Kovaaks software and later averaged across trials to reduce variability. The purpose of this measure was to evaluate whether kinesiotape-applied to either the dorsal wrist or scapular spine, depending on group assignmet
Day 0 (baseline session) and Day 3 (post-intervention session). In both sessions, performance was measured twice - once before and once after kinesiotape application. Study sessions were conducted every other day over an 8-day period.
Other Outcomes (1)
Perceived Effects of Kinesiotape (Custom Feedback Questionnaire and Thematic Analysis)
Collected at the end of each session on Day 0 (baseline), Day 1, Day 2, and Day 3 (post-intervention). Sessions were held every other day over an 8-day period.
Study Arms (2)
Kinesio Tape on Dorsal Wrist
EXPERIMENTALParticipants in this group will receive Kinesio Tape applied to the dorsal side of the wrist. This application is intended to provide support and potentially reduce carpal tunnel-like symptoms while assessing its impact on gaming performance.
Kinesio Tape on Scapular Spine
SHAM COMPARATORParticipants in this group will receive Kinesio Tape applied to the scapular spine on the opposite side of their dominant hand. This serves as a control condition to account for the effects of Kinesio Tape placement while ensuring that participants remain blinded to their group assignment.
Interventions
A thin, flexible, and elastic therapeutic tape intended for skin application to provide support for muscles and joints. This tape may help decrease pain, swelling, and inflammation while permitting movement. It is commonly utilized to enhance athletic performance and facilitate injury recovery. The tape functions by elevating the skin, which can enhance blood and lymph circulation, and is believed to engage the nervous system through proprioceptive feedback.
Eligibility Criteria
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Sponsors & Collaborators
Study Sites (3)
Musculoskeletal Lab
Las Vegas, Nevada, 89102, United States
Black Fire Innovation
Las Vegas, Nevada, 89113, United States
Tonopah Residence Complex
Las Vegas, Nevada, 89154, United States
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- SPONSOR
Study Record Dates
First Submitted
April 23, 2025
First Posted
May 28, 2025
Study Start
January 22, 2025
Primary Completion
March 28, 2025
Study Completion
March 28, 2025
Last Updated
May 28, 2025
Record last verified: 2025-01