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Completed

NCT Number: NCT07802925

Spinal Posture According to the Severity of Gaming Disorder,

Background:

Internet Gaming Disorder (IGD) is a behavioral addiction recognized in diagnostic classifications such as DSM-5 and ICD-11. While research historically focuses on psychological and social dimensions, prolonged screen exposure and static sitting postures during gaming may also lead to physical health concerns, including postural alterations, reduced neuromuscular performance, and increased fatigue.

Objective:The purpose of this cross-sectional study is to evaluate and compare spinal posture, trunk and cervical muscle endurance, lumbopelvic stability, and perceived fatigue levels between young adult males with and without Internet Gaming Disorder. Methods & Procedures:A total of 47 young adult male participants aged 18-30 were recruited and divided into two groups: an IGD group (n=24) and a control group (n=23) based on the Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Physical activity level and sitting duration were documented using the International Physical Activity Questionnaire-Short Form (IPAQ-SF). Participants underwent the following evaluations: Spinal Posture: Non-invasive computer-aided sagittal spinal curvature and mobility measurements using the Spinal Mouse device (Baseline/IDIAG). Trunk Endurance: McGill Trunk Endurance Tests (Flexor, Extensor, and Bilateral Lateral Plank tests). Cervical Endurance: Deep Cervical Flexor and Cervical Extensor Endurance Tests. Lumbopelvic Stability: Pressure Biofeedback Unit (PBU) / Cuff test. Fatigue: Fatigue Severity Scale (FSS). Statistical Approach:Data are analyzed using SPSS (version 22.0). Normality distribution is examined visually (histograms) and analytically (Shapiro-Wilk test). Descriptive statistics are reported as mean ± standard deviation for continuous parameters. Group comparisons for parametric data are performed using the Independent Samples t-test, and non-parametric data are compared using the Mann-Whitney U test. Statistical significance is set at p < 0.05

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Key information

Conditions

Age range

18 year–30 year

Sex eligibility

Male

Study type

Observational

Primary location

Gaziantep Islam Science and Technology University

Gaziantep, Şahinbey, 27010, Turkey (Türkiye)

About this study

Technological advances have significantly increased screen time among young adults, fostering high rates of sedentary behavior. Prolonged static sitting during video game play places abnormal mechanical stress on the musculoskeletal system, particularly the spine. Maintaining posture depends on spinal muscular endurance and sensorimotor coordination; however, static posture can lead to muscle fatigue, decreased endurance, altered spinal curvatures, and overall physical fatigue. Evidence regarding the specific musculoskeletal impacts of Internet Gaming Disorder (IGD) remains limited. Study Design & Participant Selection:This descriptive, cross-sectional study was approved by the Ethics Committee of Gaziantep Islamic Science and Technology University. Male volunteers aged 18-30 were recruited to eliminate gender-related physical variance. IGD Group Eligibility: Score of 36 or higher on the IGDS9-SF, gaming for at least 2 hours/day, physical activity under 3000 MET-min/week on IPAQ-SF, and no history of spinal surgery, neurological, or orthopedic disorders. Control Group Eligibility: Score below 36 on the IGDS9-SF, aged 18-30, with no neurological, orthopedic, or spinal conditions. Evaluation Protocol:All evaluations were conducted in a single 45-minute face-to-face session per participant by a single physiotherapist: Demographics & Behavior: Age, height, body weight, daily gaming duration, primary gaming hardware (PC, console, mobile), and game genres were documented. Physical Activity & Sedentary Time: Evaluated via IPAQ-SF (MET-min/week calculation for walking, moderate, and vigorous activities, plus daily sitting time in seconds). Spinal Posture Analysis: Measured with the Spinal Mouse device along the spine from C7 to S3. Sagittal parameters (Thoracic Kyphosis, Lumbar Lordosis, Inclination, and Spinal Length) were evaluated in three static positions: Upright Standing, Maximum Flexion, and Maximum Extension, alongside spinal mobility ranges. Trunk Muscle Endurance: Measured in seconds using the McGill Endurance Test Battery (gövde fleksiyon, gövde ekstansiyon, and right/left lateral plank tests). Cervical Muscle Endurance: Measured in seconds using the Cervical Flexor Endurance Test (supine with chin tuck) and Cervical Extensor Endurance Test (prone with head cantilevered over the bed edge). Lumbopelvic Stability: Assessed using the Pressure Biofeedback Unit (PBU) placed under the lumbar spine inflated to 40 mmHg, recording the duration (in seconds) that the participant maintains stability during an abdominal hollowing maneuver. Perceived Fatigue: Total score evaluated via the self-reported Fatigue Severity Scale. Statistical Methodology:All quantitative variables are processed with SPSS version 22.0. Normality testing is performed via the Shapiro-Wilk test and visual inspection of histograms. Continuous variables are summarized using mean ± standard deviation (X ± SD), minimum, and maximum values. Categorical variables (device type, game genre) are summarized as counts and percentages. Between-group comparisons are conducted using: Independent Samples t-test: For normally distributed continuous data. Mann-Whitney U Test: For non-normally distributed continuous data. Two-tailed significance is established at p < 0.05 for all statistical tests.

Who can participate

Healthy volunteers accepted: Yes

Only the study team can determine whether someone qualifies for participation.

Inclusion criteria

  • Aged between 18 and 30,
  • Scoring 36 points or more on the short form of the Internet Gaming Disorder Scale (IGDS9-SF),
  • With a score on the International Physical Activity Questionnaire Short Form (IPAQ-SF) of less than 3,000 METs,
  • who play digital games for at least 2 hours a day,
  • Male participants were included in order to create a more homogeneous group by minimising physical characteristics that might vary by gender.

Exclusion criteria

  • Those who had undergone any form of spinal surgery, • Individuals with orthopaedic and neurological problems.

Treatment and study plan

Primary outcomes

  1. Postural Analysis

    Time frame: Baseline

    In this study, spinal posture, mobility and structural-mechanical variables in the sagittal plane were assessed in the IOOB group and the control group using the Spinal Mouse device. The Spinal Mouse is a computer-assisted device that non-invasively assesses the range of motion of the spine in the sagittal plane.

  2. Posture Analysis

    Time frame: Baseline

    In this study, spinal posture, mobility and structural-mechanical variables in the sagittal plane were assessed in the gaming disorders group and the control group using the Spinal Mouse device. The Spinal Mouse is a computer-assisted device that non-invasively assesses the range of motion of the spine in the sagittal plane.

  3. Body Endurance Tests

    Time frame: Baseline

    The test comprises an endurance test of the trunk flexor and extensor muscles and a right-left lateral plank test. The trunk flexor endurance test was performed with the hips and knees flexed to 90° and the trunk supported at 60°. Once the participant was ready, the support was removed, and the time maintained in this position was recorded in seconds.The trunk extensor endurance test was performed with the participant prone, with the trunk unsupported from the level of the anterior superior iliac spine and the hands placed on a support. The participant crossed the arms over the chest and extended the trunk to maintain a horizontal position.The trunk lateral flexor endurance test was performed in a side-lying position, with the lower arm under the head and the upper arm parallel to the trunk or at waist level. Participants lifted their hips to maintain a straight body position, and the holding time was recorded in seconds. The test was performed on both sides, wit

  4. Cervical Endurance Tests

    Time frame: baseline

    Cervical endurance tests are measurement methods widely used in clinical and research settings to assess the endurance of the neck muscles.The test was performed in a supine position with the knees flexed. Participants were instructed to perform a chin tuck and lift the head and neck approximately 2.5 cm (1 inch) above the table. The time the position was maintained was recorded.

  5. Lumbopelvic Stability Sleeve Test

    Time frame: baseline

    The test was performed in a supine position with the feet elevated 20 cm above the table. A pressure cuff inflated to 40 mmHg was placed under the lumbar region. Participants performed an abdominal drawing-in maneuver to maintain lumbopelvic stability, and the duration for which the pressure was maintained was recorded.

Secondary outcomes

  1. Fatigue Severity Scale

    Time frame: baseline

    Fatigue was assessed using the Fatigue Severity Scale. The scale evaluates fatigue over the previous month and consists of nine items scored from 1 to 7. The total score is divided by 9, with a mean score ≥4 indicating fatigue.

Sponsors and collaborators

Lead sponsor

Gaziantep Islam Science and Technology University

Other

Registry information

Official study title

An Investigation of Spinal Posture, Endurance and Fatigue According to the Severity of Gaming Disorder

Important dates

Study start
2024
Primary completion
2025
Study completion
2026
First posted
Sep 3, 2026
Registry last updated
Sep 9, 2026

OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.

View the official ClinicalTrials.gov record (opens in a new tab)

This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.

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