Cervical Pain, PosteriorIASTMNCT07006363
Investigation of the Immediate Effect of IASTM on Some Parameters in E-Sports Players
A study testing IASTM in people with Cervical Pain, Posterior and Musculoskeletal Disorder of the Neck, run by Bahçeşehir University at 1 site in Turkey (Türkiye).
Trial summary
Due to the nature of competitive sports, frequent and regular training by e-sports players to increase their performance provides e-athletes with success in the field, but it also increases the time spent in front of the screen. It is known that e-athletes train for an average of 5.5 to 10 hours per day. Read more about this study
- Who is it for?
- Ages 18 to 30 yearsHealthy volunteers can take part
- Conditions the study is for
- Cervical Pain, Posterior, Musculoskeletal Disorder of the Neck, Neck Pain
- What is being tested?
- IASTM
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 20 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 14 Jun 2025to 14 Jul 2025
- Phase
- Interventional
- Are there results?
- Not yet: the study is under way
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 18 to 30 years
- All sexes
- Healthy volunteers accepted
- Adult
Who may be able to join
- being a university student
- exercise in front of a screen for at least 3 hours a day
- become a licensed e-sports player
- volunteering to participate in the study
Who cannot join
- having had upper extremity surgery
- having visual impairment that may affect the research results
- having a neurological problem
- having an orthopedic problem causing neck pain
Trial locations and contacts
1 site in 1 country. Contact the study team or a site near you to ask about taking part.
Turkey (Türkiye)1 site
Sivas Cumhuriyet University
Sivas
Mustafa Oğuz Kethüdaoğlu, PT, MSc, +905544169776, mustafaoguzkethudaoglu@gmail.com
Sefa Eldemir, PT, PhD, sefa.eldemir@gmail.com
About this study
Official title: Investigation of the Immediate Effect of Instrument-Assisted Soft Tissue Mobilization on Hand Reaction Time, Neck Pain and Cervical Joint Position Sense in University Student E-Sports Players: A Single-Blind Randomized Controlled Pilot Study
Due to the nature of competitive sports, frequent and regular training by e-sports players to increase their performance provides e-athletes with success in the field, but it also increases the time spent in front of the screen. It is known that e-athletes train for an average of 5.5 to 10 hours per day. Therefore, sedentary behavior that develops due to screens is an issue that e-athletes should be careful about. While reasons such as disrupted sleep patterns, increased stress levels and mood changes experienced in the game following increased screen time negatively affect cardiovascular and metabolic health, the fact that e-sports do not require any physical effort also negatively affects the e-sports player's muscular activation. Due to the reasons mentioned, e-sports can cause chronic diseases in the long term. The process from the presence of a stimulus to the execution of the action that will occur following the stimulus is called reaction time. Reaction time can also be described as the value taken when a stimulus exceeds the threshold value, when movement is released or at the beginning of the explosive response. Reaction time consists of stages. The process, which starts with the transmission of the sensory stimulus through the receptors, establishes a perceptual link with the motor response and decides to produce a reactive response, and ends with the process of producing a movement that requires muscular force in the perceptual process. In studies conducted on e-sports players, the most common complaints resulting from long training periods are vision problems and eye fatigue, followed by pain experienced especially in the back, neck and wrist areas. E-sports players perform with poor posture compared to traditional athletes. Games played on mobile phones, especially computer-based games, cause changes in the structure of the spine, pain complaints, movement limitations, and loss of stability and balance. It is argued that the main reason for the pain experienced by approximately half of the players is the anterior displacement of the head due to the prolonged static position spent in front of the screen after a certain number of minutes and the pains brought about by muscle strength imbalances. To our knowledge, there is no study in the literature that investigates the immediate effect of a myofascial release technique applied to university student e-sports players on hand reaction time, neck pain and cervical joint position sense parameters. The aim of this study is to investigate the instantaneous effect of a myofascial release technique, the Graston Technique, on hand reaction time, neck pain and cervical joint position sense in university student e-sports players. Our study is valuable in this respect.
Read the detailed description
''Electronic sports'' or ''E-sports'' are defined as video games played in a virtual environment in an organized and competitive manner with a specific goal in line with individuals or teams. Although the first steps towards introducing e-sports to the public were taken in the 1970s, it continued to attract attention with the popularity of arcade games in the 1980s. It has also been emphasized that the early 1980s were important years in the history of arcade games. While the first period of e-sports consisted of the times of arcade games, the second period was the period when the use of computers and the internet increased instead of arcade games. It has continued to progress with the variety of games and the variety of internet network technology depending on the developments. E-sports continues to increase its popularity by gaining momentum worldwide with players consisting mainly of the younger population following the development of technology.
Due to the nature of competitive sports, frequent and regular training by e-sports players to increase their performance provides e-sports players with success in the field, but it also increases the time spent in front of the screen. It is known that e-sports players train for an average of 5.5 to 10 hours per day. Therefore, sedentary behavior that develops due to screens is an issue that e-sports players should be careful about. While reasons such as disrupted sleep patterns, increased stress levels and mood changes experienced in the game following increased screen time negatively affect cardiovascular and metabolic health, the fact that e-sports do not require any physical effort also negatively affects the e-sports player's muscular activation. Due to the reasons mentioned, e-sports can cause chronic diseases in the long term.
It is stated that the average career years of a typical professional e-sports players are quite short due to the absolute effort he gives to be the best and to continue in the field. It is expected that this performance of the player, who is expected to make quick and accurate decisions in the moves against the complex visual stimuli presented in the game and the opposing team, will decrease after the age of approximately 24.
The process from the presence of a stimulus to the execution of the action that will occur following the stimulus is called reaction time. Reaction time can also be described as the value taken when a stimulus exceeds the threshold value, when movement is released or at the beginning of the explosive response. Reaction time consists of stages. The process, which starts with the transmission of the sensory stimulus through the receptors, establishes a perceptual link with the motor response and decides to produce a reactive response, and ends with the process of producing a movement that requires muscular force in the perceptual process. Stimuli can be visual, auditory or tactile stimuli. In a study, the reaction time was found to be approximately 190 ms (0.19 sec) for light stimuli and approximately 160 ms (0.16 sec) for sound stimuli. When different studies were examined, the reaction time to visual stimuli was found to be 0.15 s, to auditory stimuli 0.12 - 0.27 s, and to tactile stimuli 0.09 - 0.27 s.
In studies conducted on e-sports players, the most common complaints resulting from long training periods are vision problems and eye fatigue, followed by pain experienced especially in the back, neck and wrist areas. E-sports players perform with poor posture compared to traditional athletes. Games played on mobile phones, especially computer-based games, cause changes in the structure of the spine, pain complaints, movement limitations, and loss of stability and balance. It is argued that the main reason for the pain experienced by approximately half of the players is the anterior displacement of the head due to the prolonged static position spent in front of the screen after a certain number of minutes and the pains brought about by muscle strength imbalances. Professional e-sports players perform up to 400 fine motor movements per minute with minor muscle groups. Clicking/pressing movements originating from controllers used repeatedly for long hours do not remain localized with the fingers and can cause pain or injuries in the hand-wrist, elbow, shoulder and cervical region. Neck pain in particular becomes chronic over time. This is because e-sports players train for long hours and compete in competitions in a bad posture where the head is in an anterior tilt position. There are studies in the literature showing that cervical joint position sense is adversely affected in chronic neck pain.
Since the proprioceptive system provides important informational inputs to the central nervous system for motor planning, a decrease in proprioception may lead to postural changes by causing changes in the control of movement, accuracy and timing of motor commands. Proprioception is necessary for well-adapted sensorimotor control. It plays a role in feedback and feedforward sensorimotor control and muscle stiffness regulation, which are particularly important for movement acuity, joint stability, coordination and balance. Cervical proprioception is uniquely important for head-eye coordination and movement control. Proprioception may be impaired in musculoskeletal disorders due to pain, effusion, trauma and fatigue. There is a strong relationship between cervical disability and neck pain. Among functional changes, active range of motion is an important physical variable for activities of daily living and helps to stabilize and orient the head. In patients with neck pain, it has been proven that the cervical joint range of motion decreases, which may be related to the degree of pain and cervical functionality. In a study, it was shown that the Graston Technique applied to the thoracolumbar fascia increased the range of motion and improved the lumbar joint position sense.
In recent years, the examination and treatment of myofascial pathologies have become an indispensable element of the human neuro-musculoskeletal pathology rehabilitation program. On this basis, many soft tissue techniques and myofascial treatment methods have been developed for a more holistic evaluation and treatment of the human body. Instrument-Assisted Soft Tissue Mobilization (IASTM) is a new range of tools that allow clinicians to efficiently find and treat individuals diagnosed with soft tissue dysfunction. ADYSM is a procedure that has its own indications and limitations, and is rapidly gaining popularity due to its effectiveness and efficiency. Foam Roller, kinesio taping, dry needling, Percussive Massage Technique and Graston Technique applications are some of the IASTM techniques.
One of the most commonly used soft tissue techniques is the Graston Technique, which is a manual therapy approach that uses special instruments to perform static and dynamic soft tissue manipulation, aiming to treat soft tissue limitations and increase tissue flexibility, joint range of motion, and patient functionality. The Graston Technique is a soft tissue mobilization technique performed manually with the help of instruments made of stainless steel. With the Graston Technique, adhesions and limitations in the fascia are eliminated. In this application, the body's self-healing mechanism is used. The tissue healing process is initiated with consciously created microtraumas.
To our knowledge, there is no study in the literature that investigates the immediate effect of a myofascial release technique applied to university student e-sports players on hand reaction time, neck pain and cervical joint position sense parameters. The aim of this study is to investigate the instantaneous effect of a myofascial release technique, the Graston Technique, on hand reaction time, neck pain and cervical joint position sense in university student e-sports players. Our study is valuable in this respect.
- Being tested
- IASTM
- Keywords
- instrument assisted soft tissue mobilization, e-sports, hand reaction time, graston technique, joint position sense, myofascial release, pain
- Medical subject headings
- Neck Pain, Pain
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
IASTMOther
Also called Graston Technique, Instrument-Assisted Soft Tissue Mobilization, Myofascial Release
IASTM: For the application, the participant is seated on a chair, puts his hands together on the bed in front of him and puts his head on his hands (Figure 4). Vaseline cream is applied to the area to be applied to ensure that the Graston Technique instruments slide more easily in the tissue. The application area is the area between the mastoid processes proximally, the acromial processes laterally, and the T2 vertebra level distally. The researcher who will perform the application stands behind the participant. Application is performed for 10 minutes at a 45o angle with 3 different Graston instruments.
| Study group | Role | What they receive |
|---|---|---|
| Intervention Group | Experimental | IASTM: For the application, the participant is seated on a chair, puts his hands together on the bed in front of him and puts his head on his hands (Figure 4). Vaseline cream is applied to the area to be applied to ensure that the Graston Technique instruments slide more easily in the tissue. The application area is the area between the mastoid processes proximally, the acromial processes laterally, and the T2 vertebra level distally. The researcher who will perform the application stands behind the participant. Application is performed for 10 minutes at a 45o angle with 3 different Graston instruments. Receives: Other: IASTM |
| Control Group | No intervention | Members of the Control Group who will not be subjected to the application will be made to wait for 10 minutes (the same duration as the application in the Experimental Group) without doing anything between the two evaluations. |
What is being measured
The primary outcome is the main question the study is designed to answer.
Hand Reaction Time
In e-sports players, hand reaction speed is a factor that affects their performance. Although there are other methods that evaluate hand reaction time, in this study, since the participants are e-sports players, a mouse and web page based method was preferred ("Aim Trainer" Hand Reaction Time Test). This method tests hand-eye coordination along with hand reaction time. When the test starts, a target board appears on the screen. The participant must point to the target board with the mouse and click 30 times in a row. The average time per target is given in milliseconds as a result of the test.
Measured: baseline, immediately after the intervention
Secondary outcomes (2)
Neck Pain
The level and quality of the cervical region pain felt by the participants will be assessed with the Short Form McGill Pain Questionnaire (SF-MPQ), which has validity and reliability in Turkish. This form provides information about the perceptual, sensory and severity sections in pain perception. The main section of the SF-MPQ includes 15 descriptive adjectives (11 perceptual and 4 sensory) for pain perception. The level of severity felt by the patient is assessed with a numerical value scale (0=none, 1=mild, 2=moderate, 3=severe). In addition, a 10 cm visual analog scale (VAS) is used to measure pain severity. They are asked to indicate the pain they feel during the assessment with an ''X'' mark on the 10 cm scale. According to this scale, a ''0'' value indicates no pain, and a ''10'' value indicates the most severe pain. The distance between the marked point and the starting point is measured. Finally, the patient's total pain intensity is evaluated with a 6-point Likert-type scale
Measured: baseline, immediately after the intervention
Cervical Joint Position Sense
The method described by Revel et al. (1991) will be used in the assessment of cervical joint position sense. In this method, a small laser pointer mounted on a light helmet and a board consisting of circles drawn 1 cm apart from each other are used. The individuals to be assessed are seated in a back-supported chair 90 cm away from the board mounted on the wall. The laser pointer is set to the starting point, the participants' eyes are closed and they are asked to keep this point in their mind. The distance from the laser's final position to the initial position is measured horizontally, vertically and globally in centimeters.
- Horizontal error: The distance of the point returned after the cervical joint movement to the vertical axis is recorded.
- Vertical error: The distance of the point returned after the cervical joint movement to the horizontal axis is recorded.
- Global error: The distance of the point returned after the cervical joint movement to the starting point is record
Measured: baseline, immediately after the intervention
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted5 Jun 2025
- Study start14 Jun 2025 (estimated)
- Primary completion21 Jun 2025 (estimated)
- Study completion14 Jul 2025 (estimated)
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for Cervical Pain, PosteriorStudies of the same condition, open and under way.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind
- Who is masked
- Outcomes assessor
- Enrolment
- 20 participants (estimated)
Sponsor and investigators
- Lead sponsor
- Bahçeşehir University
- Sponsor type
- University, hospital or other
- Collaborators
- Cumhuriyet University
- Responsible party
- Principal investigator, Mustafa Oğuz Kethudaoglu, Bahçeşehir University
- Investigators
- Mustafa Oğuz Kethüdaoğlu, PT, MSc, Principal investigator, Bahcesehir University, Department of Physiotherapy and RehabilitationSefa Eldemir, PT, PhD, Study chair, Cumhuriyet UniversityAyşenur Canan Benli, PT, MSc, Study chair, Cumhuriyet University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07006363
- Sponsor's protocol ID
- IASTM-Esports2025
- Acronym
- IASTM
- Status last verified
- May 2025
- First submitted
- 28 May 2025
- Last updated
- 5 Jun 2025
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
- Individual data sharing
- No
Study at a glance
From the registry record, last updated by the sponsor on 5 Jun 2025. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Investigation of the Immediate Effect of Instrument-Assisted Soft Tissue Mobilization on Hand Reaction Time, Neck Pain and Cervical Joint Position Sense in University Student E-Sports Players: A Single-Blind Randomized Controlled Pilot Study
- ClinicalTrials.gov ID
- NCT07006363
- Acronym / sponsor ID
- IASTM / IASTM-Esports2025
- Keywords
- instrument assisted soft tissue mobilization, e-sports, hand reaction time, graston technique, joint position sense, myofascial release, pain
- Study type
- Interventional
- Recruitment status
- Not yet recruiting
- Enrolment
- 20 participants (estimated)
- Lead sponsor
- Bahçeşehir UniversityUniversity, hospital or other
- Collaborators
- Cumhuriyet University
- Study start
- 14 Jun 2025 (estimated)
- Primary completion
- 21 Jun 2025 (estimated)
- Study completion
- 14 Jul 2025 (estimated)
- First posted
- 5 Jun 2025 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
Due to the nature of competitive sports, frequent and regular training by e-sports players to increase their performance provides e-athletes with success in the field, but it also increases the time spent in front of the screen. It is known that e-athletes train for an average of 5.5 to 10 hours per day. Therefore, sedentary behavior that develops due to screens is an issue that e-athletes should be careful about. While reasons such as disrupted sleep patterns, increased stress levels and mood changes experienced in the game following increased screen time negatively affect cardiovascular and metabolic health, the fact that e-sports do not require any physical effort also negatively affects the e-sports player's muscular activation. Due to the reasons mentioned, e-sports can cause chronic diseases in the long term. The process from the presence of a stimulus to the execution of the action that will occur following the stimulus is called reaction time. Reaction time can also be described as the value taken when a stimulus exceeds the threshold value, when movement is released or at the beginning of the explosive response. Reaction time consists of stages. The process, which starts with the transmission of the sensory stimulus through the receptors, establishes a perceptual link with the motor response and decides to produce a reactive response, and ends with the process of producing a movement that requires muscular force in the perceptual process. In studies conducted on e-sports players, the most common complaints resulting from long training periods are vision problems and eye fatigue, followed by pain experienced especially in the back, neck and wrist areas. E-sports players perform with poor posture compared to traditional athletes. Games played on mobile phones, especially computer-based games, cause changes in the structure of the spine, pain complaints, movement limitations, and loss of stability and balance. It is argued that the main reason for the pain experienced by approximately half of the players is the anterior displacement of the head due to the prolonged static position spent in front of the screen after a certain number of minutes and the pains brought about by muscle strength imbalances. To our knowledge, there is no study in the literature that investigates the immediate effect of a myofascial release technique applied to university student e-sports players on hand reaction time, neck pain and cervical joint position sense parameters. The aim of this study is to investigate the instantaneous effect of a myofascial release technique, the Graston Technique, on hand reaction time, neck pain and cervical joint position sense in university student e-sports players. Our study is valuable in this respect.
Detailed description
''Electronic sports'' or ''E-sports'' are defined as video games played in a virtual environment in an organized and competitive manner with a specific goal in line with individuals or teams. Although the first steps towards introducing e-sports to the public were taken in the 1970s, it continued to attract attention with the popularity of arcade games in the 1980s. It has also been emphasized that the early 1980s were important years in the history of arcade games. While the first period of e-sports consisted of the times of arcade games, the second period was the period when the use of computers and the internet increased instead of arcade games. It has continued to progress with the variety of games and the variety of internet network technology depending on the developments. E-sports continues to increase its popularity by gaining momentum worldwide with players consisting mainly of the younger population following the development of technology.
Due to the nature of competitive sports, frequent and regular training by e-sports players to increase their performance provides e-sports players with success in the field, but it also increases the time spent in front of the screen. It is known that e-sports players train for an average of 5.5 to 10 hours per day. Therefore, sedentary behavior that develops due to screens is an issue that e-sports players should be careful about. While reasons such as disrupted sleep patterns, increased stress levels and mood changes experienced in the game following increased screen time negatively affect cardiovascular and metabolic health, the fact that e-sports do not require any physical effort also negatively affects the e-sports player's muscular activation. Due to the reasons mentioned, e-sports can cause chronic diseases in the long term.
It is stated that the average career years of a typical professional e-sports players are quite short due to the absolute effort he gives to be the best and to continue in the field. It is expected that this performance of the player, who is expected to make quick and accurate decisions in the moves against the complex visual stimuli presented in the game and the opposing team, will decrease after the age of approximately 24.
The process from the presence of a stimulus to the execution of the action that will occur following the stimulus is called reaction time. Reaction time can also be described as the value taken when a stimulus exceeds the threshold value, when movement is released or at the beginning of the explosive response. Reaction time consists of stages. The process, which starts with the transmission of the sensory stimulus through the receptors, establishes a perceptual link with the motor response and decides to produce a reactive response, and ends with the process of producing a movement that requires muscular force in the perceptual process. Stimuli can be visual, auditory or tactile stimuli. In a study, the reaction time was found to be approximately 190 ms (0.19 sec) for light stimuli and approximately 160 ms (0.16 sec) for sound stimuli. When different studies were examined, the reaction time to visual stimuli was found to be 0.15 s, to auditory stimuli 0.12 - 0.27 s, and to tactile stimuli 0.09 - 0.27 s.
In studies conducted on e-sports players, the most common complaints resulting from long training periods are vision problems and eye fatigue, followed by pain experienced especially in the back, neck and wrist areas. E-sports players perform with poor posture compared to traditional athletes. Games played on mobile phones, especially computer-based games, cause changes in the structure of the spine, pain complaints, movement limitations, and loss of stability and balance. It is argued that the main reason for the pain experienced by approximately half of the players is the anterior displacement of the head due to the prolonged static position spent in front of the screen after a certain number of minutes and the pains brought about by muscle strength imbalances. Professional e-sports players perform up to 400 fine motor movements per minute with minor muscle groups. Clicking/pressing movements originating from controllers used repeatedly for long hours do not remain localized with the fingers and can cause pain or injuries in the hand-wrist, elbow, shoulder and cervical region. Neck pain in particular becomes chronic over time. This is because e-sports players train for long hours and compete in competitions in a bad posture where the head is in an anterior tilt position. There are studies in the literature showing that cervical joint position sense is adversely affected in chronic neck pain.
Since the proprioceptive system provides important informational inputs to the central nervous system for motor planning, a decrease in proprioception may lead to postural changes by causing changes in the control of movement, accuracy and timing of motor commands. Proprioception is necessary for well-adapted sensorimotor control. It plays a role in feedback and feedforward sensorimotor control and muscle stiffness regulation, which are particularly important for movement acuity, joint stability, coordination and balance. Cervical proprioception is uniquely important for head-eye coordination and movement control. Proprioception may be impaired in musculoskeletal disorders due to pain, effusion, trauma and fatigue. There is a strong relationship between cervical disability and neck pain. Among functional changes, active range of motion is an important physical variable for activities of daily living and helps to stabilize and orient the head. In patients with neck pain, it has been proven that the cervical joint range of motion decreases, which may be related to the degree of pain and cervical functionality. In a study, it was shown that the Graston Technique applied to the thoracolumbar fascia increased the range of motion and improved the lumbar joint position sense.
In recent years, the examination and treatment of myofascial pathologies have become an indispensable element of the human neuro-musculoskeletal pathology rehabilitation program. On this basis, many soft tissue techniques and myofascial treatment methods have been developed for a more holistic evaluation and treatment of the human body. Instrument-Assisted Soft Tissue Mobilization (IASTM) is a new range of tools that allow clinicians to efficiently find and treat individuals diagnosed with soft tissue dysfunction. ADYSM is a procedure that has its own indications and limitations, and is rapidly gaining popularity due to its effectiveness and efficiency. Foam Roller, kinesio taping, dry needling, Percussive Massage Technique and Graston Technique applications are some of the IASTM techniques.
One of the most commonly used soft tissue techniques is the Graston Technique, which is a manual therapy approach that uses special instruments to perform static and dynamic soft tissue manipulation, aiming to treat soft tissue limitations and increase tissue flexibility, joint range of motion, and patient functionality. The Graston Technique is a soft tissue mobilization technique performed manually with the help of instruments made of stainless steel. With the Graston Technique, adhesions and limitations in the fascia are eliminated. In this application, the body's self-healing mechanism is used. The tissue healing process is initiated with consciously created microtraumas.
To our knowledge, there is no study in the literature that investigates the immediate effect of a myofascial release technique applied to university student e-sports players on hand reaction time, neck pain and cervical joint position sense parameters. The aim of this study is to investigate the instantaneous effect of a myofascial release technique, the Graston Technique, on hand reaction time, neck pain and cervical joint position sense in university student e-sports players. Our study is valuable in this respect.
Study design
- Primary purpose
- Treatment
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- Single blind (outcomes assessor)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Intervention Group | Experimental | Other: IASTMIASTM: For the application, the participant is seated on a chair, puts his hands together on the bed in front of him and puts his head on his hands (Figure 4). Vaseline cream is applied to the area to be applied to ensure that the Graston Technique instruments slide more easily in the tissue. The application area is the area between the mastoid processes proximally, the acromial processes laterally, and the T2 vertebra level distally. The researcher who will perform the application stands behind the participant. Application is performed for 10 minutes at a 45o angle with 3 different Graston instruments. |
| Control Group | No intervention | –Members of the Control Group who will not be subjected to the application will be made to wait for 10 minutes (the same duration as the application in the Experimental Group) without doing anything between the two evaluations. |
Who may qualify
- Ages
- 18 to 30 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Adult
Key inclusion criteria (4 listed)
- being a university student
- exercise in front of a screen for at least 3 hours a day
- become a licensed e-sports player
- volunteering to participate in the study
Key exclusion criteria (4 listed)
- having had upper extremity surgery
- having visual impairment that may affect the research results
- having a neurological problem
- having an orthopedic problem causing neck pain
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| IASTMAlso: Graston Technique, Instrument-Assisted Soft Tissue Mobilization, Myofascial ReleaseIASTM: For the application, the participant is seated on a chair, puts his hands together on the bed in front of him and puts his head on his hands (Figure 4). Vaseline cream is applied to the area to be applied to ensure that the Graston Technique instruments slide more easily in the tissue. The application area is the area between the mastoid processes proximally, the acromial processes laterally, and the T2 vertebra level distally. The researcher who will perform the application stands behind the participant. Application is performed for 10 minutes at a 45o angle with 3 different Graston instruments. | Other | Intervention Group |
Primary outcome
Hand Reaction Time
Time frame: baseline, immediately after the intervention
In e-sports players, hand reaction speed is a factor that affects their performance. Although there are other methods that evaluate hand reaction time, in this study, since the participants are e-sports players, a mouse and web page based method was preferred ("Aim Trainer" Hand Reaction Time Test). This method tests hand-eye coordination along with hand reaction time. When the test starts, a target board appears on the screen. The participant must point to the target board with the mouse and click 30 times in a row. The average time per target is given in milliseconds as a result of the test.
2 secondary outcomes
Neck Pain
Time frame: baseline, immediately after the intervention
Cervical Joint Position Sense
Time frame: baseline, immediately after the intervention
Results and safety
This study is still under way. Results are not available in the source record yet.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 5 Jun 2025.
- Individual participant dataSharing planned: No
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part.
Mustafa Oğuz Kethüdaoğlu, PT, MSc principal investigator
Bahcesehir University, Department of Physiotherapy and Rehabilitation
Sefa Eldemir, PT, PhD study chair
Cumhuriyet University
Ayşenur Canan Benli, PT, MSc study chair
Cumhuriyet University
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing IASTM in people with Cervical Pain, Posterior and Musculoskeletal Disorder of the Neck, run by Bahçeşehir University at 1 site in Turkey (Türkiye).
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 4 inclusion and 4 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: opening soon, as of the sponsor's last update on 5 Jun 2025. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Turkey (Türkiye). Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
This study is still under way. Results are not available in the source record yet.
How can a doctor refer a patient or contact the research team?
Contact Mustafa Oğuz Kethüdaoğlu, PT, MSc (+905544169776, mustafaoguzkethudaoglu@gmail.com), or a site near the patient. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Hand Reaction Time (time frame: baseline, immediately after the intervention). It is what the study was designed to measure, not a finding.
Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 5 Jun 2025.