ArticleCureus2023
Prevalence and Awareness of Musculoskeletal Injuries Associated With Competitive Video Gaming in Saudi Arabia.
Article in Cureus, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
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Who cites it
4 citing papers in PubMed.
- Musculoskeletal disorders in eSports athletes: A systematic review.Journal of experimental orthopaedics · 2026Review
- A Cross-Sectional Survey on Musculoskeletal Pain Among Professional and Non-Professional Gamers in Saudi Arabia: Associations with Gaming Genre, Duration, and Ergonomic Factors.Journal of pain research · 2026Article
- Gaming through the pain: psychological flow and self-efficacy amid musculoskeletal challenges in eSports.Frontiers in psychology · 2025Article
- Prevalence and Associated Factors of Physical Complaints Among Japanese Esports Players: A Cross-Sectional Study.Cureus · 2024Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
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.
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Registered trials
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