Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series
Abstract
:Simple Summary
Abstract
1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Procedure
2.3. Data Reduction and Indicators
2.4. Statistical Analysis
3. Results
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Truong, P.; Truong, L.; Le, T.K.K. Orthopedic Injuries from Video Games: A Literature Review and Implications for the Future. Int. Arch. Orthop. Surg. 2020, 3, 020. [Google Scholar]
- Entertainment Software Association. Essential Facts about the Computer and Video Game Industry 2021. Available online: https://www.theesa.com/wp-content/uploads/2021/08/2021-Essential-Facts-About-the-Video-Game-Industry-1.pdf (accessed on 9 April 2022).
- DiFrancisco-Donoghue, J.; Balentine, J.; Schmidt, G.; Zwibel, H. Managing the health of the eSport athlete: An integrated health management model. BMJ Open Sport Exerc. Med. 2019, 5, e000467. [Google Scholar] [CrossRef]
- Hester, B. Teens Spend 25 Times More of Their Time Playing Video Games than Going to the Movies. Available online: https://www.ign.com/articles/2016/12/21/teens-spend-25-times-more-of-their-time-playing-video-games-than-going-to-the-movies (accessed on 31 January 2022).
- Jenny, S.E.; Manning, R.D.; Keiper, M.C.; Olrich, T.W. Virtual (ly) athletes: Where eSports fit within the definition of “Sport”. Quest 2017, 69, 1–18. [Google Scholar] [CrossRef]
- Hamari, J.; Sjöblom, M. What is eSports and why do people watch it? Internet Res. 2017, 27, 211–232. [Google Scholar] [CrossRef]
- Kane, D.; Spradley, B.D. Recognizing ESports as a Sport. Sport J. 2017, 20, 1–9. [Google Scholar]
- Taylor, T. Raising the Stakes: E-Sports and the Professionalization of Computer Gaming; MIT Press: Cambridge, MA, USA, 2012. [Google Scholar]
- Schwartz, N. More People Watch eSports than Watch the World Series or NBA Finals. Available online: https://ftw.usatoday.com/2014/05/league-of-legends-popularity-world-series-nba (accessed on 31 January 2022).
- Fogek, S. High School ESports Competitions to Begin in U.S. This Year. Available online: https://variety.com/2018/gaming/news/high-schoolesports-1202758438/ (accessed on 31 January 2022).
- Keiper, M.C.; Manning, R.D.; Jenny, S.; Olrich, T.; Croft, C. No reason to LoL at LoL: The addition of esports to intercollegiate athletic departments. J. Study Sports Athl. Educ. 2017, 11, 143–160. [Google Scholar] [CrossRef]
- Funk, D.C.; Pizzo, A.D.; Baker, B.J. eSport management: Embracing eSport education and research opportunities. Sport Manag. Rev. 2018, 21, 7–13. [Google Scholar] [CrossRef]
- Sorokanich, B. South Korean University Now Accepts Gamers as Student Athletes. Available online: https://gizmodo.com/south-korean-university-now-accepts-gamers-as-student-a-1547111361 (accessed on 31 January 2022).
- Venkat, R. Asian Games 2022: Esports to Make Debut; FIFA, PUBG, Dota 2 among Eight Medal Events. Available online: https://olympics.com/en/news/fifa-pubg-dota-2-esports-medal-events-asian-games-2022 (accessed on 31 January 2022).
- BBC News. Paris 2024 Bid Team to Discuss Introducing Esports for Olympic Games. Available online: https://www.bbc.com/sport/olympics/40875324 (accessed on 31 January 2022).
- Jalink, M.B.; Heineman, E.; Pierie, J.-P.E.; ten Cate Hoedemaker, H.O. Nintendo related injuries and other problems. BMJ 2014, 349, g7267. [Google Scholar] [CrossRef] [Green Version]
- Lindberg, L.; Nielsen, S.B.; Damgaard, M.; Sloth, O.R.; Rathleff, M.S.; Straszek, C.L. Musculoskeletal pain is common in competitive gaming: A cross-sectional study among Danish esports athletes. BMJ Open Sport Exerc. Med. 2020, 6, 00799. [Google Scholar] [CrossRef]
- Sharan, D.; Mohandoss, M.; Ranganathan, R.; Jose, J. Musculoskeletal disorders of the upper extremity due to extensive usage of hand held devices. Ann. Occup. Environ. Med. 2014, 26, 22. [Google Scholar] [CrossRef]
- Wattanapisit, A.; Wattanapisit, S.; Wongsiri, S. Public health perspectives on eSports. Public Health Rep. 2020, 135, 295–298. [Google Scholar] [CrossRef]
- Van Uffelen, J.G.; Wong, J.; Chau, J.Y.; Van Der Ploeg, H.P.; Riphagen, I.; Gilson, N.D.; Burton, N.W.; Healy, G.N.; Thorp, A.A.; Clark, B.K. Occupational sitting and health risks: A systematic review. Am. J. Prev. Med. 2010, 39, 379–388. [Google Scholar] [CrossRef] [Green Version]
- Kari, T.; Karhulahti, V.-M. Do e-athletes move?: A study on training and physical exercise in elite e-sports. Int. J. Gaming Comput.-Mediat. Simul. (IJGCMS) 2016, 8, 53–66. [Google Scholar] [CrossRef]
- Emara, A.K.; Ng, M.K.; Cruickshank, J.A.; Kampert, M.W.; Piuzzi, N.S.; Schaffer, J.L.; King, D. Gamer’s Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Curr. Sports Med. Rep. 2020, 19, 537–545. [Google Scholar] [CrossRef]
- McGee, C.; Hwu, M.; Nicholson, L.L.; Ho, K.K. More Than a Game: Musculoskeletal Injuries and a Key Role for the Physical Therapist in Esports. J. Orthop. Sports Phys. Ther. 2021, 51, 415–417. [Google Scholar] [CrossRef]
- Li, G.; Wang, M.; Arippa, F.; Barr, A.; Rempel, D.; Liu, Y.; Harris Adamson, C. Professional and high-level gamers: Differences in performance, muscle activity, and hand kinematics for different mice. Int. J. Hum.–Comput. Interact. 2021, 38, 691–706. [Google Scholar] [CrossRef]
- McGee, C. The Ergonomics of Esports. In Handbook of Esports Medicine; Springer: Berlin/Heidelberg, Germany, 2021; pp. 151–165. [Google Scholar]
- Park, J.-H.; Kang, S.-Y.; Lee, S.-G.; Jeon, H.-S. The effects of smart phone gaming duration on muscle activation and spinal posture: Pilot study. Physiother. Theory Pract. 2017, 33, 661–669. [Google Scholar] [CrossRef]
- Shan, Z.; Deng, G.; Li, J.; Li, Y.; Zhang, Y.; Zhao, Q. Correlational analysis of neck/shoulder pain and low back pain with the use of digital products, physical activity and psychological status among adolescents in Shanghai. PLoS ONE 2013, 8, e78109. [Google Scholar] [CrossRef]
- McGee, C.; Ho, K. Tendinopathies in video gaming and esports. Front. Sports Act. Living 2021, 3, 689371. [Google Scholar] [CrossRef]
- Lam, W.-K.; Liu, R.-T.; Chen, B.; Huang, X.-Z.; Yi, J.; Wong, D.W.-C. Health Risks and Musculoskeletal Problems of Smartphone-game Elite eSport Players: A Cross-sectional Descriptive Study. Res. Sq. 2022. [Google Scholar] [CrossRef]
- Livanelioglu, A.; Kaya, F.; Nabiyev, V.; Demirkiran, G.; Fırat, T. The validity and reliability of “Spinal Mouse” assessment of spinal curvatures in the frontal plane in pediatric adolescent idiopathic thoraco-lumbar curves. Eur. Spine J. 2016, 25, 476–482. [Google Scholar] [CrossRef]
- Csuhai, É.A.; Nagy, A.C.; Váradi, Z.; Veres-Balajti, I. Functional Analysis of the Spine with the Idiag SpinalMouse System among Sedentary Workers Affected by Non-Specific Low Back Pain. Int. J. Environ. Res. Public Health 2020, 17, 9259. [Google Scholar] [CrossRef]
- Hildebrandt, M.; Fankhauser, G.; Meichtry, A.; Luomajoki, H. Correlation between lumbar dysfunction and fat infiltration in lumbar multifidus muscles in patients with low back pain. BMC Musculoskelet. Disord. 2017, 18, 12. [Google Scholar] [CrossRef] [Green Version]
- Klee, A. Zur Aussagefähigkeit des Armvorhaltetests nach Matthiaß. Z. Orthopädie Ihre Grenzgeb. 1995, 133, 207–213. [Google Scholar] [CrossRef]
- Hosen, I.; Al Mamun, F.; Sikder, M.T.; Abbasi, A.Z.; Zou, L.; Guo, T.; Mamun, M.A. Prevalence and associated factors of problematic smartphone use during the COVID-19 pandemic: A Bangladeshi study. Risk Manag. Healthc. Policy 2021, 14, 3797. [Google Scholar] [CrossRef]
- Pronk, N. The problem with too much sitting: A workplace conundrum. ACSM’s Health Fit. J. 2011, 15, 41–43. [Google Scholar] [CrossRef]
- Owen, N.; Bauman, A.; Brown, W. Too much sitting: A novel and important predictor of chronic disease risk? Br. J. Sports Med. 2009, 43, 81–83. [Google Scholar] [CrossRef] [Green Version]
- Jung, S.I.; Lee, N.K.; Kang, K.W.; Kim, K.; Do, Y.L. The effect of smartphone usage time on posture and respiratory function. J. Phys. Ther. Sci. 2016, 28, 186–189. [Google Scholar] [CrossRef] [Green Version]
- Kim, S.-Y.; Koo, S.-J. Effect of duration of smartphone use on muscle fatigue and pain caused by forward head posture in adults. J. Phys. Ther. Sci. 2016, 28, 1669–1672. [Google Scholar] [CrossRef] [Green Version]
- Sahu, M.; Gnana Sundari, K.; David, A. Recent ergonomic interventions and evaluations on laptop, smartphones and desktop computer users. In Advances in Industrial Automation and Smart Manufacturing; Springer: Berlin/Heidelberg, Germany, 2021; pp. 207–224. [Google Scholar]
- Tuz, J.; Maszczyk, A.; Zwierzchowska, A. Variability of body build and physiological spinal curvatures of young people in an accelerated longitudinal study. Int. J. Environ. Res. Public Health 2021, 18, 7590. [Google Scholar] [CrossRef]
- Hershkovich, O.; Friedlander, A.; Gordon, B.; Arzi, H.; Derazne, E.; Tzur, D.; Shamiss, A.; Afek, A. Association between body mass index, body height, and the prevalence of spinal deformities. Spine J. 2014, 14, 1581–1587. [Google Scholar] [CrossRef]
- Xie, Y.; Szeto, G.; Dai, J. Prevalence and risk factors associated with musculoskeletal complaints among users of mobile handheld devices: A systematic review. Appl. Ergon. 2017, 59, 132–142. [Google Scholar] [CrossRef]
- Toh, S.H.; Coenen, P.; Howie, E.K.; Straker, L.M. The associations of mobile touch screen device use with musculoskeletal symptoms and exposures: A systematic review. PLoS ONE 2017, 12, e0181220. [Google Scholar] [CrossRef] [Green Version]
- Straker, L.; Harris, C.; Joosten, J.; Howie, E.K. Mobile technology dominates school children’s IT use in an advantaged school community and is associated with musculoskeletal and visual symptoms. Ergonomics 2018, 61, 658–669. [Google Scholar] [CrossRef]
- Wirth, B.; Potthoff, T.; Rosser, S.; Humphreys, B.K.; de Bruin, E.D. Physical risk factors for adolescent neck and mid back pain: A systematic review. Chiropr. Man. Ther. 2018, 26, 36. [Google Scholar] [CrossRef] [Green Version]
- Berolo, S.; Wells, R.P.; Amick, B.C., III. Musculoskeletal symptoms among mobile hand-held device users and their relationship to device use: A preliminary study in a Canadian university population. Appl. Ergon. 2011, 42, 371–378. [Google Scholar] [CrossRef]
- Kwok, S.W.H.; Lee, P.H.; Lee, R.L.T. Smart device use and perceived physical and psychosocial outcomes among Hong Kong adolescents. Int. J. Environ. Res. Public Health 2017, 14, 205. [Google Scholar] [CrossRef] [Green Version]
- Sarraf, F.; Varmazyar, S. Comparing the effect of the posture of using smartphones on head and neck angles among college students. Ergonomics 2022. [Google Scholar] [CrossRef]
- D’Anna, C.; Varrecchia, T.; Bibbo, D.; Orsini, F.; Schmid, M.; Conforto, S. Effect of different smartphone uses on posture while seating and standing. In Proceedings of the 2018 IEEE International Symposium on Medical Measurements and Applications (MeMeA), Rome, Italy, 11–13 June 2018; pp. 1–5. [Google Scholar]
- Douglas, E.C.; Gallagher, K.M. The influence of a semi-reclined seated posture on head and neck kinematics and muscle activity while reading a tablet computer. Appl. Ergon. 2017, 60, 342–347. [Google Scholar] [CrossRef]
- Young, J.G.; Trudeau, M.; Odell, D.; Marinelli, K.; Dennerlein, J.T. Touch-screen tablet user configurations and case-supported tilt affect head and neck flexion angles. Work 2012, 41, 81–91. [Google Scholar] [CrossRef] [Green Version]
- Fernandez-de-Las-Penas, C.; Alonso-Blanco, C.; Cuadrado, M.; Pareja, J. Forward head posture and neck mobility in chronic tension-type headache: A blinded, controlled study. Cephalalgia 2006, 26, 314–319. [Google Scholar] [CrossRef]
- Park, H.-C.; Kim, Y.-S.; Seok, S.-H.; Lee, S.-K. The effect of complex training on the children with all of the deformities including forward head, rounded shoulder posture, and lumbar lordosis. J. Exerc. Rehabil. 2014, 10, 172. [Google Scholar] [CrossRef]
- Saha, D.; Gard, S.; Fatone, S. The effect of trunk flexion on able-bodied gait. Gait Posture 2008, 27, 653–660. [Google Scholar] [CrossRef]
- Briggs, A.M.; Van Dieën, J.H.; Wrigley, T.V.; Greig, A.M.; Phillips, B.; Lo, S.K.; Bennell, K.L. Thoracic kyphosis affects spinal loads and trunk muscle force. Phys. Ther. 2007, 87, 595–607. [Google Scholar] [CrossRef] [Green Version]
- Gustafsson, E.; Johnson, P.W.; Lindegård, A.; Hagberg, M. Technique, muscle activity and kinematic differences in young adults texting on mobile phones. Ergonomics 2011, 54, 477–487. [Google Scholar] [CrossRef]
- Tveit, P.; Daggfeldt, K.; Hetland, S.; Thorstensson, A. Erector spinae lever arm length variations with changes in spinal curvature. Spine 1994, 19, 199–204. [Google Scholar] [CrossRef]
- Quek, J.; Pua, Y.-H.; Clark, R.A.; Bryant, A.L. Effects of thoracic kyphosis and forward head posture on cervical range of motion in older adults. Man. Ther. 2013, 18, 65–71. [Google Scholar] [CrossRef]
- Domoff, S.E.; Borgen, A.L.; Foley, R.P.; Maffett, A. Excessive use of mobile devices and children’s physical health. Hum. Behav. Emerg. Technol. 2019, 1, 169–175. [Google Scholar] [CrossRef] [Green Version]
- Wong, M.Y.C.; Chung, P.-K.; Ou, K.; Leung, K.-M. Perception of Hong Kong Teenagers and Young Adults on Esports Participation: A Qualitative Study Using Theory of Planned Behavior. Front. Psychol. 2021, 12, 650000. [Google Scholar] [CrossRef]
- Ahn, J.; Collis, W.; Jenny, S. The one billion dollar myth: Methods for sizing the massively undervalued esports revenue landscape. Int. J. Esports 2020. Available online: https://www.ijesports.org/article/15/html (accessed on 9 April 2022).
- DiFrancisco-Donoghue, J.; Jenny, S.E.; Douris, P.C.; Ahmad, S.; Yuen, K.; Hassan, T.; Gan, H.; Abraham, K.; Sousa, A. Breaking up prolonged sitting with a 6 min walk improves executive function in women and men esports players: A randomised trial. BMJ Open Sport Exerc. Med. 2021, 7, e001118. [Google Scholar] [CrossRef]
- King, D.L.; Delfabbro, P.H.; Perales, J.C.; Deleuze, J.; Király, O.; Krossbakken, E.; Billieux, J. Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. Clin. Psychol. Rev. 2019, 73, 101777. [Google Scholar] [CrossRef]
- Migliore, L. What Is Esports? The Past, Present, and Future of Competitive Gaming. In Handbook of Esports Medicine; Springer: Berlin/Heidelberg, Germany, 2021; pp. 1–16. [Google Scholar]
- Rosell Llorens, M. eSport gaming: The rise of a new sports practice. Sport Ethics Philos. 2017, 11, 464–476. [Google Scholar] [CrossRef]
- Hong, T.T.-H.; Wang, Y.; Tan, Q.; Zhang, G.; Wong, D.W.-C.; Zhang, M. Measurement of covered curvature based on a tape of integrated accelerometers. Measurement 2022, 193, 110959. [Google Scholar] [CrossRef]
- Wong, D.W.-C.; Wang, Y.; Lin, J.; Tan, Q.; Chen, T.L.-W.; Zhang, M. Sleeping mattress determinants and evaluation: A biomechanical review and critique. PeerJ 2019, 7, e6364. [Google Scholar] [CrossRef]
- Cheung, C.-W.J.; Zhou, G.-Q.; Law, S.-Y.; Lai, K.-L.; Jiang, W.-W.; Zheng, Y.-P. Freehand three-dimensional ultrasound system for assessment of scoliosis. J. Orthop. Transl. 2015, 3, 123–133. [Google Scholar] [CrossRef] [Green Version]
- Zheng, Y.-P.; Lee, T.T.-Y.; Lai, K.K.-L.; Yip, B.H.-K.; Zhou, G.-Q.; Jiang, W.-W.; Cheung, J.C.-W.; Wong, M.-S.; Ng, B.K.-W.; Cheng, J.C.-Y. A reliability and validity study for Scolioscan: A radiation-free scoliosis assessment system using 3D ultrasound imaging. Scoliosis Spinal Disord. 2016, 11, 13. [Google Scholar] [CrossRef] [Green Version]
- Cheung, C.-W.J.; Zhou, G.-Q.; Law, S.-Y.; Mak, T.-M.; Lai, K.-L.; Zheng, Y.-P. Ultrasound volume projection imaging for assessment of scoliosis. IEEE Trans. Med. Imaging 2015, 34, 1760–1768. [Google Scholar] [CrossRef]
- Tan, Q.; Wang, Y.; Chen, T.L.-W.; Wong, D.W.-C.; Yan, F.; Li, Z.; Zhang, M. Exercise-induced hemodynamic changes in muscle tissue: Implication of muscle fatigue. Appl. Sci. 2020, 10, 3512. [Google Scholar] [CrossRef]
Body Mass of Participant | Dumbbell Mass |
---|---|
<55 kg | 2 × 1.5 kg |
56–70 kg | 2 × 2.0 kg |
71–85 kg | 2 × 2.5 kg |
>86 kg | 2 × 3.0 kg |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Lam, W.-K.; Chen, B.; Liu, R.-T.; Cheung, J.C.-W.; Wong, D.W.-C. Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. Biology 2022, 11, 737. https://doi.org/10.3390/biology11050737
Lam W-K, Chen B, Liu R-T, Cheung JC-W, Wong DW-C. Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. Biology. 2022; 11(5):737. https://doi.org/10.3390/biology11050737
Chicago/Turabian StyleLam, Wing-Kai, Bob Chen, Rui-Tan Liu, James Chung-Wai Cheung, and Duo Wai-Chi Wong. 2022. "Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series" Biology 11, no. 5: 737. https://doi.org/10.3390/biology11050737
APA StyleLam, W. -K., Chen, B., Liu, R. -T., Cheung, J. C. -W., & Wong, D. W. -C. (2022). Spine Posture, Mobility, and Stability of Top Mobile Esports Athletes: A Case Series. Biology, 11(5), 737. https://doi.org/10.3390/biology11050737