Evidence map›Paper›PMID 41578387›Full record

ArticleBMC sports science, medicine & rehabilitation2026

Prevalence of voice problems and associated risk factors in electronic sports players.

Namık Yücel Birol, Esra Yaşar Gündüz, Zübeyir Tutuş, Gamze Yeşilli Puzella

Abstract read
In one paragraph

Article in BMC sports science, medicine & rehabilitation, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Namık Yücel BirolDepartment of Speech and Language Therapy, School of Health Sciences, Cappadocia University, Nevşehir, Türkiye. namik.birol@kapadokya.edu.tr.ORCID http://orcid.org/0000-0001-7155-3591
Esra Yaşar GündüzDepartment of Speech and Language Therapy, School of Health Sciences, Cappadocia University, Nevşehir, Türkiye.ORCID http://orcid.org/0000-0002-0499-073X
Zübeyir TutuşDepartment of Speech and Language Therapy, Institute of Graduate Education, İstinye University, İstanbul, Türkiye.ORCID http://orcid.org/0000-0002-9092-7728
Gamze Yeşilli PuzellaDepartment of Speech and Language Therapy, School of Health Sciences, Cappadocia University, Nevşehir, Türkiye.ORCID http://orcid.org/0000-0002-6035-1983

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundElectronic sports (esports) has rapidly emerged as a global phenomenon, engaging millions of players and viewers. Previous research has extensively examined health concerns in this population, including musculoskeletal disorders, ocular fatigue, sleep disturbances, and cardiometabolic risks. However, despite the intensive and prolonged vocal use required during team-based gaming communication, voice disorders have not been investigated in esports players. This study aimed to examine the prevalence of voice problems and associated risk factors in this population.

methodsA cross-sectional survey was conducted with 87 esports players aged 18–32 years in Türkiye. Data were collected using a researcher-developed questionnaire that addressed vocal symptoms, phonotraumatic behaviors, lifestyle, and health-related factors. In addition, the Voice Handicap Index-10 (VHI-10-TR) was administered. A cutoff score of ≥ 7 on the VHI-10-TR was used to identify players at risk for voice disorders. Descriptive statistics, chi-square tests, and logistic regression analyses were performed.

resultsBased on the VHI-10-TR cutoff score (≥ 7), 20.7% of the participants were classified as having voice problems. Significant associations were found between voice problems and longer daily speaking time during gameplay (p = .009) as well as weekly gaming hours exceeding 21 (p = .009). Commonly reported symptoms included throat dryness (49.4%), vocal fatigue (35.6%), and throat discomfort (26.4%). Poor air quality in gaming environments (p = .036) and frequent consumption of spicy/fatty foods (p = .037) were significant lifestyle-related risk factors. Difficulty hearing conversational speech was also associated with increased likelihood of voice problems (p = .045). Logistic regression indicated that unadjusted odds of reporting voice problems were three to five times higher in relation to these factors, though none remained significant in the adjusted model.

conclusionsApproximately one in five esports players reported voice problems, highlighting their potential vulnerability as a risk group. Environmental and lifestyle conditions, alongside prolonged gaming and communication, contribute to vocal strain. Preventive strategies focusing on vocal hygiene, gaming environment improvement, and early screening may help safeguard vocal health in this population.

Indexed as

EsportsRisk FactorsVoice Disorders

Identifiers

PMID41578387
PMCPMC12910755

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.