NCT06993090

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

87
On Track

Trial Health Score

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

Enrollment
11

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Jan 2025

Shorter than P25 for not_applicable

Geographic Reach
1 country

3 active sites

Status
completed

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

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

March 28, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

March 28, 2025

Completed
26 days until next milestone

First Submitted

Initial submission to the registry

April 23, 2025

Completed
1 month until next milestone

First Posted

Study publicly available on registry

May 28, 2025

Completed
Last Updated

May 28, 2025

Status Verified

January 1, 2025

Enrollment Period

2 months

First QC Date

April 23, 2025

Last Update Submit

May 19, 2025

Conditions

Keywords

carpal tunnelcarpal tunnel syndromegamersPC gamersEsportsFirst person shooterKinesiotape

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

EXPERIMENTAL

Participants 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.

Device: Kinesio Tape

Kinesio Tape on Scapular Spine

SHAM COMPARATOR

Participants 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.

Device: Kinesio Tape

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.

Kinesio Tape on Dorsal WristKinesio Tape on Scapular Spine

Eligibility Criteria

Age18 Years+
Sexall
Healthy VolunteersYes
Age GroupsAdult (18-64), Older Adult (65+)
* Over 18 years of age * Test positive for Phalen's screening * Experience any carpal tunnel-like symptoms * Self Identified PC gamer

Contact the study team to discuss eligibility requirements. They can help determine if this study is right for you.

Sponsors & Collaborators

Study Sites (3)

Musculoskeletal Lab

Las Vegas, Nevada, 89102, United States

Location

Black Fire Innovation

Las Vegas, Nevada, 89113, United States

Location

Tonopah Residence Complex

Las Vegas, Nevada, 89154, United States

Location

MeSH Terms

Conditions

Median NeuropathyCarpal Tunnel Syndrome

Interventions

Athletic Tape

Condition Hierarchy (Ancestors)

MononeuropathiesPeripheral Nervous System DiseasesNeuromuscular DiseasesNervous System DiseasesNerve Compression SyndromesCumulative Trauma DisordersSprains and StrainsWounds and Injuries

Intervention Hierarchy (Ancestors)

BandagesEquipment and SuppliesOrthotic DevicesOrthopedic EquipmentSurgical Equipment

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
SINGLE
Who Masked
PARTICIPANT
Purpose
TREATMENT
Intervention Model
PARALLEL
Model Details: The intervention group will receive Kinesio Tape application to the dorsal side of the wrist while the control group will have Kinesio Tape applied to the spine of the Scapula
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

Locations