Clinical Trial Details
— Status: Completed
Administrative data
NCT number |
NCT05037071 |
Other study ID # |
BHS-1674 |
Secondary ID |
|
Status |
Completed |
Phase |
N/A
|
First received |
|
Last updated |
|
Start date |
November 9, 2021 |
Est. completion date |
January 12, 2022 |
Study information
Verified date |
January 2022 |
Source |
New York Institute of Technology |
Contact |
n/a |
Is FDA regulated |
No |
Health authority |
|
Study type |
Interventional
|
Clinical Trial Summary
This study is designed to observe muscle oxygen saturation during intense video game using
gridlock training with and without upper arm compression sleeves.
Description:
A competitive esport player can perform up to 500-600 mouse and keyboard actions per minute
(APM) on a typical training day. A routine training day for a competitive esport player can
range from 5- 10 hours of play with no break. In comparison, office workers perform an
average of 130-180 keyboard and mouse inputs over the course of an 8 hour work day. These
APM's require sustained wrist extension in conjunction with repetitive forearm muscle
contractions in multiple planes, as well as shoulder stability and postural stability.
Maneuvering a mouse and keyboard requires repeated contractions of the extensor carpi ulnaris
and extensor digitorum. With these fine motor demands, it is common for players to suffer
from acute and chronic overuse wrist and arm injuries.
Muscle tissue oxygenation (Sm02) saturation is important to all athletic populations
including endurance athletes and power athletes. It's a marker of how efficient that muscle
is performing. A decrease in Sm02 indicates less ATP to that muscle and fatigue. Muscle
deoxygenation and reoxygenation has been studied in multiple athletic populations. In
competitive rock climbers, a lesser rate of deoxygenation of the finger and wrist extensor
muscles was related to a higher level of climbing ability.
The use of compression wear has expanded from clinical use into the sports market. The
recommendations to wear compression gear in athletes is based on improvement in venous blood
flow which improves exchange of fresh blood and blood waste. The research on its use on
improving running performance has been mixed. Anecdotally, in 2001 Allen Iverson of the
National Basketball Association (NBA) wore a compression arm sleeve to prevent swelling and
provide relief of bursitis in his elbow. Lebron James of the NBA and London marathon runner
Paul Radcliffe both swear by compression gear. In the 2016 Olympics, it was estimated that
90% of athletes used some form of compression performance gear. The compression wear sports
industry market is a billion-dollar industry projected to be worth 3.96 billion dollars by
2022.
Athletes in various sports wear compression garments with the assumption that it will improve
performance and facilitate muscle recovery. Most modern compression gear marketed toward
athletes use 'graduated compression'. This means that the highest amount of pressure is on
the most distal parts of your body (e.g ankles if you are using lower body compression) and
the pressure gradually reduces as it moves up toward your body. Compression wear varies in
pressure range. The measurement is measured in mmHg and light compression can range from
18-21 mmHg, moderate 23-32 mmHg, strong 34-46 mmHg and > 49 mmHg very strong. (6) Most over
the counter athletic compression garments range from 18-21 mmHg.
With esports literature in its infant stages, oxidative capacity of the finger and wrist
extensors during prolonged gaming have never been explored. The aim of this study is to
compare changes in tissue oxygenation of the wrist extensor muscles with and without
graduated arm compression during competitive game play.