E-Sports, which attract great attention in the media and social networks, brings health problems and some risks, depending on the attractiveness of games and the time spent in the digital world. When the investigators examine the literature, although different studies are showing that E-Athletes experience pain and sleep problems, no study examines the factors related to pain and sleep quality together. Therefore, our study was planned to examine the factors associated with pain, fatigue, and sleep quality in E-Athletes.
Study Type
OBSERVATIONAL
Enrollment
86
Assessment of pain, fatigue, sleep quality, physical activity status, and e-sports-specific features
Melike Sumeyye Ozen
Bandırma, Balıkesir, Turkey (Türkiye)
Pain assessment
The area where the pain is experienced, the situation of applying to a health institution for pain, the situation of applying to a physiotherapist for pain, and pain severity (with the Numerical Rating Scale (NRS) will be questioned. NRS: The number 0 is defined as "no pain" and the number 10 as "unbearable pain".
Time frame: baseline
Fatigue severity
Fatigue severity will be evaluated using the Numerical Rating Scale (NRS), where 0 will indicate "no fatigue" and 10 will indicate "worst possible fatigue." Participants will report the degree of fatigue they will have felt during the past 24 hours, reflecting their overall daily experience.
Time frame: baseline
Pittsburgh Sleep Quality Index
It is used to assess sleep quality. The total score ranges from 0 to 21. The sleep quality of people with a total score of less than 5 is "good"; For those with more than 5, it means "poor" sleep quality.
Time frame: baseline
Epworth Sleepiness Scale
It is used to evaluate daytime sleepiness. The scoring method is the same for all questions, 0 if there is no probability of falling asleep, 1 if there is a low probability of falling asleep, 2 if there is a medium probability, and 3 if there is a high probability of falling asleep. A score of 10 or more indicates the presence of excessive daytime sleepiness.
Time frame: baseline
Demographic variables
Age, gender
Time frame: baseline
Esports-related characteristics
duration of professional gaming, daily computer use, game branch, place of competition, and game type
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Time frame: baseline
Physical activity status
will be classified as active if they engage in ≥150 min/week
Time frame: baseline