ArticlePloS one2026
Immediate effects of sitting position on cervical and trunk posture, perceived discomfort, and RULA-based ergonomic risk during smartphone gaming: A randomized within-subject study.
Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.
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.
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.
Who cites it
0 citing papers in PubMed.
No citing paper in PubMed yet.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
objectiveThis study investigated the immediate effects of three sitting positions, including chair sitting with and without a backrest and cross-legged sitting on the floor, on cervical and trunk postures, musculoskeletal discomfort, and ergonomic risk during smartphone gaming among young adults.
methodsA randomized within-subject study was conducted in 41 healthy participants (mean age 20.4 ± 1.1 years). Each participant played Realm of Valor (ROV) on their personal smartphone for 20 minutes in three randomly assigned sitting positions. Cervical and trunk angles were measured using two-dimensional photogrammetry at baseline and at 5, 10, 15, and 20 minutes. Ergonomic risk was assessed using the Rapid Upper Limb Assessment (RULA), with the maximum score used for analysis. After each session, participants reported perceived musculoskeletal discomfort using a visual analog scale.
resultsA significant interaction between time and sitting position was found for both neck flexion (F(3.87, 232.27) = 5.31, p < 0.001, partial η² = 0.081) and trunk angles (F(8,480) = 2.73, p = 0.006, partial η² = 0.044). Perceived neck discomfort was the most common symptom, with the cross-legged position showing the highest prevalence (51.2%, Cochran's Q = 8.67, p = 0.013, Kendall's W = 0.106). However, symptom intensity did not differ significantly among positions. RULA scores also differed across sitting positions (χ²(2) = 27.0, p < 0.001, Kendall's W = 0.329), with the cross-legged position showing the highest score.
conclusionSitting posture significantly affected cervical and trunk alignment, perceived discomfort, and ergonomic risk during smartphone gaming. Cross-legged sitting induced the greatest neck and trunk flexion, which may contribute to increased musculoskeletal strain over time. These findings emphasize the importance of promoting ergonomic awareness and healthy digital habits to maintain spinal alignment and reduce posture-related musculoskeletal strain; however, longitudinal studies are needed to confirm long-term effects.
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
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.