NCT07573345

Brief Summary

With the expansion of technology-based applications, daily phone use has increased significantly. According to a 2020 study, phone use habits among young adults aged 18-34 increased by 38.1%, and the time spent on the phone exceeding one hour increased by 68%. Currently, there is no clear definition of smartphone "addiction" or smartphone use, but like other types of addiction, it refers to the effort to control smartphone habits that cause problems or distress in daily life. Recent studies have reported a correlation between excessive screen use and individuals' mental and physical health. Excessive use of phones and video games causes many negative effects, including attention deficit, inability to enjoy life, hyperactivity, depression, anxiety, pain, and functional loss. Video games are a type of game played through an audiovisual device and can be story-based. While many video games improve players' critical thinking, strategic planning, and problem-solving skills, they can also cause musculoskeletal problems due to the long hours spent at the desk and the repetitive movements involved. The human spine is a kinematic chain with all joints interconnected; this means that changes in other body parts, such as the increased head tilt while texting on a smartphone, can have significant effects on the entire spine. A 2023 study showed an increase in spinal curvature, particularly in the cervical region, as smartphone use time increased. A study in Korea linked smartphone use to increased pain in the neck, wrists, hands, shoulders, and back. Another significant problem for smartphone users and video game players is "text neck," which occurs from prolonged screen time. This causes tension in the cervical spine, leading to neck pain and stiffness. Smartphone addiction leads to hand-related problems, primarily hand and wrist pain. Furthermore, excessive use of smartphones, game controllers, and joysticks can lead to repetitive strain injuries such as carpal tunnel syndrome. Prolonged phone use, repetitive movements, and uncomfortable hand positions during use cause inflammation of the muscles and tendons in the hands and wrists, leading to swelling, pain, and loss of function in these joints. Video games are played using devices such as computers, consoles, handheld computers, and smartphones. The continuous, repetitive, and uninterrupted movements performed while using these devices can lead to musculoskeletal disorders, particularly in the upper extremities. Prolonged playing of these games results in musculoskeletal problems such as carpal tunnel syndrome and tendinitis. Extensive studies have shown that individuals' pain and symptoms worsen after prolonged gaming sessions. However, to date, there has been no study comparing smartphone addicts and video game players. The aim of this research is to compare individuals with smartphone addiction, those who play video games for extended periods, and those without these habits in terms of pain, posture, and upper extremity function.

Trial Health

77
On Track

Trial Health Score

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

Enrollment
60

participants targeted

Target at P25-P50 for all trials

Timeline
3mo left

Started May 2026

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

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Progress10%
May 2026Jul 2026

First Submitted

Initial submission to the registry

May 1, 2026

Completed
Same day until next milestone

Study Start

First participant enrolled

May 1, 2026

Completed
6 days until next milestone

First Posted

Study publicly available on registry

May 7, 2026

Completed
2 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

July 1, 2026

Expected
14 days until next milestone

Study Completion

Last participant's last visit for all outcomes

July 15, 2026

Last Updated

May 7, 2026

Status Verified

May 1, 2026

Enrollment Period

2 months

First QC Date

May 1, 2026

Last Update Submit

May 1, 2026

Conditions

Keywords

upper extremity performancePainSmartphoneGame

Outcome Measures

Primary Outcomes (7)

  • The Smartphone Addiction Scale-Short Form

    Smartphone Addiction Scale-Short Form Smartphone Addiction Scale-Short Form is a scale developed by Kwon, Kim, Cho, and Yang in 2013 to measure smartphone addiction. The scale consists of 10 items in total. The scale is evaluated using a 6-point Likert scale, and the total score obtained from the scale ranges from 10 to 60. As the score obtained from the scale increases, the risk of addiction is considered to increase. The cutoff scores are stated as 31 for men and 33 for women. The Turkish validity and reliability study of the scale was conducted by Noyan et al. in 2015.

    4 weeks

  • Digital Game Addiction Scale

    This scale will be used to assess digital game addiction. The scale consists of 7 questions and is evaluated using a 5-point Likert scale. The total score indicates the severity of the addiction. A higher score indicates a higher level of addiction.

    4 weeks

  • Numeric Rating Scale

    Participants' pain level will be assessed using the Numeric Rating Scale. The scale is rated from 0 to 10, with 0 meaning "no pain" and 10 meaning "unbearable pain". Participants will be asked to rate their average pain level in the neck, shoulder, back, and upper extremity areas over the past 7 days.

    4 weeks

  • Closed Kinetic Chain Upper Extremity Stability Test

    This test will be used to assess upper extremity stability, strength, and functional performance. Participants will place their hands on two designated lines in a push-up position, and the number of times they touch the opposite hand for 15 seconds will be recorded. The test will be administered three times, and the average number of repetitions will be used in the analysis.

    4 weeks

  • Minnesota Manual Dexterity Test

    This test will be used to assess upper extremity dexterity, coordination, and motor performance. Participants will place discs as quickly as possible, and the total completion time will be recorded in seconds.

    4 weeks

  • Medicine Ball Throw Test

    This test will be administered to assess upper extremity explosive power. Participants will throw a 3 kg medicine ball to the maximum distance while seated or standing. The distance achieved will be recorded in centimeters.

    4 weeks

  • Reaction Rate Assessment

    Reaction time will be assessed in milliseconds via a web based application. Participants will be asked to respond to the color change as quickly as possible. Five repetitions will be performed, and the average reaction time will be used in the analysis.

    4 weeks

Study Arms (3)

Individuals with smartphone addiction

High smart phone addiction + low gaming addiction

Other: Assessment

Individuals with digital gaming addiction

High gaming addiction + low smart phone addiction

Other: Assessment

Healthy controls without addiction

Low smart phone addiction + low gaming addiction

Other: Assessment

Interventions

Smartphone addiction and gaming addiction will be assessed using a scale.

Healthy controls without addictionIndividuals with digital gaming addictionIndividuals with smartphone addiction

Eligibility Criteria

Age18 Years - 45 Years
Sexall
Age GroupsAdult (18-64)
Sampling MethodProbability Sample
Study Population

The study will include 60 individuals: 20 with smartphone addiction (Group 1), 20 with digital game addiction (Group 2), and 20 without addiction (Group 3).

You may qualify if:

  • Being between 18-45 years old
  • Volunteering to participate in the study

You may not qualify if:

  • Individuals who have undergone major surgery or trauma related to the musculoskeletal system, primarily the upper extremities and trunk
  • Individuals with neurological diseases
  • Individuals with active rheumatic diseases
  • Individuals with systemic diseases (diabetes, hypothyroidism, infection, malignancy, etc.)
  • Individuals with serious psychological problems (scoring 30 or higher on the BDE)
  • Individuals with contraindications to the assessment methods (acute inflammations, viral and bacterial infections, infectious diseases, fever, deep vein thrombosis, active malignant disease, aneurysms)
  • Obesity (BMI ≥ 30 kg/m2)

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Istinye University

Istanbul, 34010, Turkey (Türkiye)

RECRUITING

MeSH Terms

Conditions

Behavior, AddictivePain

Interventions

Restraint, Physical

Condition Hierarchy (Ancestors)

Compulsive BehaviorImpulsive BehaviorBehaviorNeurologic ManifestationsSigns and SymptomsPathological Conditions, Signs and Symptoms

Intervention Hierarchy (Ancestors)

Behavior ControlTherapeuticsImmobilizationInvestigative Techniques

Central Study Contacts

Kubra Kardes, Asst. Prof.

CONTACT

Study Design

Study Type
observational
Observational Model
CASE CONTROL
Time Perspective
CROSS SECTIONAL
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Asst. Prof.

Study Record Dates

First Submitted

May 1, 2026

First Posted

May 7, 2026

Study Start

May 1, 2026

Primary Completion (Estimated)

July 1, 2026

Study Completion (Estimated)

July 15, 2026

Last Updated

May 7, 2026

Record last verified: 2026-05

Locations