Analysis of Musculoskeletal Injuries Among Collegiate Varsity Electronic Sports Athletes

被引:6
|
作者
Clements, Ari J. [1 ]
Paul, Ryan W. [2 ]
Lencer, Adam J. [3 ]
Seigerman, Daniel A. [4 ]
Erickson, Brandon J. [5 ]
Bishop, Meghan E. [4 ]
机构
[1] Thomas Jefferson Univ, Orthopaed Surg, Philadelphia, PA USA
[2] Rothman Orthopaed Inst, Sports Med, Philadelphia, PA USA
[3] Philadelphia Coll Osteopath Med, Sports Med, Philadelphia, PA USA
[4] Rothman Orthopaed Inst, Orthopaed Surg, New York, NY 10022 USA
[5] Rothman Orthopaed Inst, Sports Med, New York, NY USA
关键词
electronic sports; overuse; collegiate; musculoskeletal; injury; esports;
D O I
10.7759/cureus.31487
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Background Collegiate electronic sports (esports) in the United States has grown from seven varsity programs in 2016 to over 200 today. Despite its growing success, little has been studied on the injuries of these athletes. In this study, we aimed to investigate the prevalence of injuries sustained by collegiate esports players and explore the injuries' impacts on their careers. The authors hypothesized that athletes who spend more time practicing and playing competitively in esports will report an increased history of musculoskeletal injury. Methodology This was a cross-sectional study, level IV evidence. A list of collegiate esports athletes was collected from publicly available sources. Athletes with available contact information were sent a self-reporting questionnaire. The questionnaire examined variables including length of time playing esports, hours/day playing esports, esports-related injury history, surgeries needed, and missed competition time.Results Overall, 153 collegiate esports athletes (88% male, aged 18-42 years) were included, with 41 (26.8%) having experienced at least one injury from esports. Of the 41 injured athletes, three (7.3%) required surgery, 17 (41.5%) had multiple injuries, and seven (17.1%) missed competition time for an average of 3.0 +/- 2.3 weeks. Athletes who have been on their respective college team longer (2.0 +/- 1.0 vs. 1.7 +/- 0.9 years, p = 0.03) and who spent more hours per day practicing had a higher injury incidence (p = 0.01). There was no difference in the current age, sex, age at which athletes began competing in esports, and scholarship status between groups (all p > 0.05). When analyzing the 41 athletes who experienced an injury, the most common injury was to the wrist with 25 total injuries. There were 11 neck, 10 back, nine finger, eight hand, six elbow, and four thumb injuries. Conclusions Collegiate esports players who trained for more hours per day (31.7% of injured players vs. 10.7% of uninjured players practiced more than five hours/day, p = 0.01) and played competitive collegiate esports for more years (2.0 +/- 1.0 vs. 1.7 +/- 0.9 years, p = 0.03) were more likely to have experienced an esports-related injury. Fortunately, only a small portion of athletes who experienced an injury was forced to miss competition time or require surgery. With this being the largest investigation into collegiate esports-related injuries, future medical research regarding the incidence, management, and prevention of its injuries can help collegiate and professional programs place a greater emphasis on the health of their athletes.
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页数:7
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