Investigation of the Immediate Effect of IASTM on Some Parameters in E-Sports Players
IASTM
1 other identifier
interventional
20
1 country
1
Brief Summary
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.
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 Jun 2025
Shorter than P25 for not_applicable
1 active site
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 28, 2025
CompletedFirst Posted
Study publicly available on registry
June 5, 2025
CompletedStudy Start
First participant enrolled
June 14, 2025
CompletedPrimary Completion
Last participant's last visit for primary outcome
June 21, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
July 14, 2025
CompletedJune 5, 2025
May 1, 2025
7 days
May 28, 2025
May 28, 2025
Conditions
Keywords
Outcome Measures
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.
baseline, immediately after the intervention
Secondary Outcomes (2)
Neck Pain
baseline, immediately after the intervention
Cervical Joint Position Sense
baseline, immediately after the intervention
Study Arms (2)
Intervention Group
EXPERIMENTALIASTM: 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.
Control Group
NO INTERVENTIONMembers of the Control Group who will not be subjected to the application will be made to wait for 10 minutes (the same duration as the application in the Experimental Group) without doing anything between the two evaluations.
Interventions
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.
Eligibility Criteria
You may qualify if:
- 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
You may not qualify if:
- 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
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Bahçeşehir Universitylead
- Sivas Cumhuriyet Universtiycollaborator
Study Sites (1)
Sivas Cumhuriyet University
Sivas, Turkey (Türkiye)
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- PRINCIPAL INVESTIGATOR
Mustafa Oğuz Kethüdaoğlu, PT, MSc
Bahcesehir University, Department of Physiotherapy and Rehabilitation
- STUDY CHAIR
Sefa Eldemir, PT, PhD
Cumhuriyet University
- STUDY CHAIR
Ayşenur Canan Benli, PT, MSc
Cumhuriyet University
Central Study Contacts
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- OUTCOMES ASSESSOR
- Masking Details
- After the first evaluation, participants will determine their groups by choosing closed and opaque envelopes.
- Purpose
- TREATMENT
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- PT, MSc
Study Record Dates
First Submitted
May 28, 2025
First Posted
June 5, 2025
Study Start
June 14, 2025
Primary Completion
June 21, 2025
Study Completion
July 14, 2025
Last Updated
June 5, 2025
Record last verified: 2025-05
Data Sharing
- IPD Sharing
- Will not share