SynthesisSports medicine - open2026
Do Esports Players Experience Pain? Pain Prevalence of Esports Players: a Systematic Review and Meta-analysis.
Synthesis in Sports medicine - open, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
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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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1 citing paper in PubMed.
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4 authors.
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No grant is acknowledged in the PubMed record.
Abstract
backgroundEsports, defined as competitive video gaming, has grown significantly in popularity, drawing global audiences comparable to traditional sports. However, the sedentary and repetitive nature of esports activities raises concerns about musculoskeletal health. While some studies have examined pain prevalence in esports players, no comprehensive synthesis exists. This systematic review and meta-analysis investigated the overall pain prevalence of esports players, as well as its occurrence in different body regions.
methodsFollowing PRISMA guidelines, studies reporting pain prevalence in esports players were identified via PubMed, Web of Science, and Google Scholar. Random-effects meta-analyses were used to calculate one-year and seven-day prevalence rates, as well as pain by body region. Meta-regressions explored potential moderators.
resultsThirteen studies met the inclusion criteria, with six (553 participants) contributing to the meta-analysis. One-year pain prevalence was 73% ([95% CI: 0.58-0.89], I² = 61%, k = 2), while the seven-day prevalence was 44% ([95% CI: 0.38-0.49], I² = 0%, k = 3). The spine was the most affected region (41%, [95% CI: 0.26, 0.55], I² = 96%, k = 11), with neck pain being particularly prevalent (48%, [95% CI: 0.26, 0.70], I² = 94%, k = 4). Upper extremities were also frequently affected (31%, [95% CI: 0.18, 0.44], I² = 96%, k = 12), with the wrists being notably affected by pain (37%, [95% CI: 0.09, 0.66], I² = 97%, k = 4). Meta-regression suggested higher pain prevalence among mobile players and Asian participants compared to computer players and European participants, though these findings are exploratory due to the limited number of studies.
conclusionsIn this meta-analysis a considerable prevalence of pain among esports players was observed, especially in the spine and upper extremities. However, the results should be interpreted with caution due to methodological heterogeneity and limited study numbers. Nevertheless, they emphasize the need for preventive strategies, such as regular breaks during prolonged sitting, ergonomic interventions and load management programs to optimize training volume and recovery, thereby reducing the risk of musculoskeletal strain. Future research should distinguish between acute and chronic pain, use standardized tools, and explore device-specific pain patterns to inform targeted interventions. Registration number PROSPERO ID: CRD42024599339.
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