Carpal Tunnel syndrome symptoms in Esports players
Ivanova, Violeta (2020)
Ivanova, Violeta
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020112624401
https://urn.fi/URN:NBN:fi:amk-2020112624401
Tiivistelmä
Abstract
The thesis study was conducted to identify the risk factors for Esports players when it comes to developing Carpal Tunnel syndrome, how prevalent the symptoms are, and what preventative measures can be taken based on current research and available treatment methods.
Methods
An overview was provided on the Esports industry and differences between playing computer games vs. traditional office work, and a literature review was conducted on Carpal tunnel syndrome definition, testing, risk factors and treatment. For the practical implementation, measurements were recorded in collaboration with 6 players from Tikka eSports and 2 independent players. For 7 days, the players filled a symptom and performance diary with attached software recording of mouse movement.
Results
Within the sample group was found that longer play time is not a risk factor for some of the Carpal tunnel syndrome symptoms. However, symptoms of burning in the mouse hand wrist increased proportionally to mouse distance travelled, and in addition there was found a decrease in self-reported performance. All in combination show that there may be a higher risk for players who need to use lower mouse sensitivity and therefore have increased travel area.
Conclusion
What the gathered data has shown is an example of physical wrist stress and potential Carpal Tunnel syndrome risk factors an Esports player could have. For any of the conclusions to be industry-relevant, a much larger size of players and longer-term measurements are needed. This study is the first of its kind and while the sample group is small, it opens the conversation about importance of conducting research and implementing preventative practices within the Esports industry.
The thesis study was conducted to identify the risk factors for Esports players when it comes to developing Carpal Tunnel syndrome, how prevalent the symptoms are, and what preventative measures can be taken based on current research and available treatment methods.
Methods
An overview was provided on the Esports industry and differences between playing computer games vs. traditional office work, and a literature review was conducted on Carpal tunnel syndrome definition, testing, risk factors and treatment. For the practical implementation, measurements were recorded in collaboration with 6 players from Tikka eSports and 2 independent players. For 7 days, the players filled a symptom and performance diary with attached software recording of mouse movement.
Results
Within the sample group was found that longer play time is not a risk factor for some of the Carpal tunnel syndrome symptoms. However, symptoms of burning in the mouse hand wrist increased proportionally to mouse distance travelled, and in addition there was found a decrease in self-reported performance. All in combination show that there may be a higher risk for players who need to use lower mouse sensitivity and therefore have increased travel area.
Conclusion
What the gathered data has shown is an example of physical wrist stress and potential Carpal Tunnel syndrome risk factors an Esports player could have. For any of the conclusions to be industry-relevant, a much larger size of players and longer-term measurements are needed. This study is the first of its kind and while the sample group is small, it opens the conversation about importance of conducting research and implementing preventative practices within the Esports industry.