Fathuldeen Anas, Alshammiri Mohammed F, Abdulmohsen Abdullah
Medical Judicial Committee in Hail, Ministry of Health, Hail, SAU.
Plastic Surgery, College of Medicine, University of Hail, Hail, SAU.
Cureus. 2023 Apr 17;15(4):e37733. doi: 10.7759/cureus.37733. eCollection 2023 Apr.
Background In recent years, the use of electronic devices has become an important part of the lives of adolescents who regularly use computers for academic activities and leisure. The excessive use of these devices has been associated with several health problems, such as obesity, headaches, anxiety, stress, sleep disorders, and musculoskeletal pain. This study aimed to assess the prevalence and awareness of musculoskeletal injuries associated with competitive video gaming in Saudi Arabia. Methodology This descriptive, cross-sectional study targeted all individuals involved in competitive video gaming aged 18 years or older in Saudi Arabia. The data were collected using a researcher-initiated online questionnaire. The final electronic questionnaire contained questions on participants' data, frequency and pattern of playing competitive video gaming, the associated musculoskeletal injuries, the most reported sites, and the associated consequences. The final questionnaire was sent to the participants via social media platforms and no more answers were obtained. Results A total of 116 competitive video gaming participants were included. Participants' ages ranged from 18 to 48 years, with a mean age of 22.5. The majority of the participants were males (86.2%; 100). A total of 100 (86.2%) participants had at least one site-associated musculoskeletal injury, while only 16 (13.8%) had none. Regarding sites, the most reported sites included the lower back (63.8%), neck (50%), hand/wrist (44.8%), and shoulder (35.3%). A total of 58 (50.4%) thought that competing in electronic game tournaments negatively affects the musculoskeletal system, and 43 (37.1%) had an idea that competing in electronic gaming tournaments is linked to conditions such as tendinopathy, carpal tunnel syndrome, and repetitive stress injuries. Conclusions This study showed that the majority of competitive video gamers had musculoskeletal injuries mainly at the lower back, neck, hand/ wrist, and shoulder. A higher pain rate was reported among females and new gamers.
背景 近年来,电子设备的使用已成为青少年生活的重要组成部分,他们经常使用电脑进行学术活动和休闲娱乐。过度使用这些设备与多种健康问题相关,如肥胖、头痛、焦虑、压力、睡眠障碍和肌肉骨骼疼痛。本研究旨在评估沙特阿拉伯与竞争性电子游戏相关的肌肉骨骼损伤的患病率和知晓率。
方法 这项描述性横断面研究针对沙特阿拉伯所有18岁及以上参与竞争性电子游戏的个人。数据通过研究人员发起的在线问卷收集。最终的电子问卷包含有关参与者数据、竞争性电子游戏的频率和模式、相关的肌肉骨骼损伤、报告最多的部位以及相关后果的问题。最终问卷通过社交媒体平台发送给参与者,未获得更多回复。
结果 共纳入116名竞争性电子游戏参与者。参与者年龄在18至48岁之间,平均年龄为22.5岁。大多数参与者为男性(86.2%;100人)。共有100名(86.2%)参与者至少有一处与部位相关的肌肉骨骼损伤,而只有16名(13.8%)没有。关于部位,报告最多的部位包括下背部(63.8%)、颈部(50%)、手/腕部(44.8%)和肩部(35.3%)。共有58名(50.4%)认为参加电子游戏锦标赛会对肌肉骨骼系统产生负面影响,43名(37.1%)认为参加电子游戏锦标赛与肌腱病、腕管综合征和重复性应力损伤等疾病有关。
结论 本研究表明,大多数竞争性电子游戏玩家存在肌肉骨骼损伤,主要集中在下背部、颈部、手/腕部和肩部。女性和新玩家的疼痛发生率更高。