Date of Award

5-1-2023

Degree Type

DPT Project

Degree Name

Doctor of Physical Therapy (DPT)

Advisor

Bryan Boyea

Abstract

Objective: The purpose of this research study is to compare posture, pain and range of motion (ROM) between young adult eSports gamers and non-esports gamers with similar sitting hours throughout an average week.

Methods: Subjects were recruited using social media and physical posts that included a screening survey. In total, 13 potential subjects were screened and 12 met the eligibility criteria. A total of four subjects were recruited to be assessed. Subjects were placed in either the eSports (N=2) or Control group (N=2) based on screening. Subjects were measured for ROM, posture, and pain characteristics. Independent sample t-tests and Pearson’s Correlation Coefficient were used to analyze the groups. Further, due to low sample size, we combined the data of the two groups to assess the relationship of variables (ROM, posture, and pain characteristics).

Results: Baseline demographics data was similar between groups with independent t-tests of demographic data or variables assessed (ROM, posture, and pain characteristics). No significant differences were found in the outcome measures assessed. Pearson’s correlation revealed massive confidence intervals resulting in no meaningful relationships. An insufficient number of subjects were assessed to meet power analysis.

Conclusion: This study was unable to find statistically significant differences between groups for any of the observed variables. The correlations found in this study suggest that anterior-posterior head shift may be correlated well with pain and ROM in the cervical region. This study may serve well as a basis for future research on this subject.

Impact Statement: Research targeted at identifying abnormalities correlated with the increasing popularity of competitive videogaming is vital to understanding the physical effects that may stem from this new trend. This study created a basis for future research design to examine the possible effects associated with extensive amounts of eSports gaming.

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