AddictionNCT07573345
Pain and Upper Extremity Function in Smartphone and Digital Game Addiction
An observational study of Addiction, run by Istinye University at 1 site in Turkey (Türkiye).
Trial summary
With the expansion of technology-based applications, daily phone use has increased significantly. According to a 2020 study, phone use habits among young adults aged 18-34 increased by 38.1%, and the time spent on the phone exceeding one hour increased by 68%. Read more about this study
- Who is it for?
- Ages 18 to 45 years
- Conditions the study is for
- Addiction
- What is being tested?
- Assessment
- How many people
- 60 participants
- Where
- 1 siteTurkey (Türkiye)
- Study dates
- 1 May 2026to 15 Aug 2026
- Phase
- Observational
- Are there results?
- None posted in the registry
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 45 years
- All sexes
- Adult
Study population: The study will include 60 individuals: 20 with smartphone addiction (Group 1), 20 with digital game addiction (Group 2), and 20 without addiction (Group 3).
Who may be able to join
- Being between 18-45 years old
- Volunteering to participate in the study
Who cannot join
- Individuals who have undergone major surgery or trauma related to the musculoskeletal system, primarily the upper extremities and trunk
- Individuals with neurological diseases
- Individuals with active rheumatic diseases
- Individuals with systemic diseases (diabetes, hypothyroidism, infection, malignancy, etc.)
- Individuals with serious psychological problems (scoring 30 or higher on the BDE)
- Individuals with contraindications to the assessment methods (acute inflammations, viral and bacterial infections, infectious diseases, fever, deep vein thrombosis, active malignant disease, aneurysms)
- Obesity (BMI ≥ 30 kg/m2)
Trial locations and contacts
1 site in 1 country.
About this study
Official title: The Effects of Smartphone and Digital Game Addiction on Pain and Upper Extremity Function: A Comparative Study
With the expansion of technology-based applications, daily phone use has increased significantly. According to a 2020 study, phone use habits among young adults aged 18-34 increased by 38.1%, and the time spent on the phone exceeding one hour increased by 68%. Currently, there is no clear definition of smartphone "addiction" or smartphone use, but like other types of addiction, it refers to the effort to control smartphone habits that cause problems or distress in daily life. Recent studies have reported a correlation between excessive screen use and individuals' mental and physical health. Excessive use of phones and video games causes many negative effects, including attention deficit, inability to enjoy life, hyperactivity, depression, anxiety, pain, and functional loss.
Video games are a type of game played through an audiovisual device and can be story-based. While many video games improve players' critical thinking, strategic planning, and problem-solving skills, they can also cause musculoskeletal problems due to the long hours spent at the desk and the repetitive movements involved.
Read more
The human spine is a kinematic chain with all joints interconnected; this means that changes in other body parts, such as the increased head tilt while texting on a smartphone, can have significant effects on the entire spine. A 2023 study showed an increase in spinal curvature, particularly in the cervical region, as smartphone use time increased. A study in Korea linked smartphone use to increased pain in the neck, wrists, hands, shoulders, and back. Another significant problem for smartphone users and video game players is "text neck," which occurs from prolonged screen time. This causes tension in the cervical spine, leading to neck pain and stiffness.
Smartphone addiction leads to hand-related problems, primarily hand and wrist pain. Furthermore, excessive use of smartphones, game controllers, and joysticks can lead to repetitive strain injuries such as carpal tunnel syndrome. Prolonged phone use, repetitive movements, and uncomfortable hand positions during use cause inflammation of the muscles and tendons in the hands and wrists, leading to swelling, pain, and loss of function in these joints. Video games are played using devices such as computers, consoles, handheld computers, and smartphones. The continuous, repetitive, and uninterrupted movements performed while using these devices can lead to musculoskeletal disorders, particularly in the upper extremities. Prolonged playing of these games results in musculoskeletal problems such as carpal tunnel syndrome and tendinitis. Extensive studies have shown that individuals' pain and symptoms worsen after prolonged gaming sessions. However, to date, there has been no study comparing smartphone addicts and video game players.
The aim of this research is to compare individuals with smartphone addiction, those who play video games for extended periods, and those without these habits in terms of pain, posture, and upper extremity function.
- Conditions
- Addiction
- Being tested
- Assessment
- Keywords
- upper extremity performance, Pain, Smartphone, Game
- Medical subject headings
- Behavior, Addictive, Pain
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
AssessmentOther
Smartphone addiction and gaming addiction will be assessed using a scale.
| Study group | Role | What they receive |
|---|---|---|
| Individuals with smartphone addiction | High smart phone addiction + low gaming addiction Receives: Other: Assessment | |
| Individuals with digital gaming addiction | High gaming addiction + low smart phone addiction Receives: Other: Assessment | |
| Healthy controls without addiction | Low smart phone addiction + low gaming addiction Receives: Other: Assessment |
What is being measured
The primary outcome is the main question the study is designed to answer.
The Smartphone Addiction Scale-Short Form
Smartphone Addiction Scale-Short Form Smartphone Addiction Scale-Short Form is a scale developed by Kwon, Kim, Cho, and Yang in 2013 to measure smartphone addiction. The scale consists of 10 items in total. The scale is evaluated using a 6-point Likert scale, and the total score obtained from the scale ranges from 10 to 60. As the score obtained from the scale increases, the risk of addiction is considered to increase. The cutoff scores are stated as 31 for men and 33 for women. The Turkish validity and reliability study of the scale was conducted by Noyan et al. in 2015.
Measured: 4 weeks
Digital Game Addiction Scale
This scale will be used to assess digital game addiction. The scale consists of 7 questions and is evaluated using a 5-point Likert scale. The total score indicates the severity of the addiction. Total scores on the Digital Game Addiction Scale range between 7 and 35, where higher scores indicate greater levels of addiction.
Measured: 4 weeks
Numeric Rating Scale
Participants' pain level will be assessed using the Numeric Rating Scale. The scale is rated from 0 to 10, with 0 meaning "no pain" and 10 meaning "unbearable pain". Participants will be asked to rate their average pain level in the neck, shoulder, back, and upper extremity areas over the past 7 days.
Measured: 4 weeks
Closed Kinetic Chain Upper Extremity Stability Test
This test will be used to assess upper extremity stability, strength, and functional performance. Participants will place their hands on two designated lines in a push-up position, and the number of times they touch the opposite hand for 15 seconds will be recorded. The test will be administered three times, and the average number of repetitions will be used in the analysis.
Measured: 4 weeks
Minnesota Manual Dexterity Test
This test will be used to assess upper extremity dexterity, coordination, and motor performance. Participants will place discs as quickly as possible, and the total completion time will be recorded in seconds.
Measured: 4 weeks
Medicine Ball Throw Test
This test will be administered to assess upper extremity explosive power. Participants will throw a 3 kg medicine ball to the maximum distance while seated or standing. The distance achieved will be recorded in centimeters.
Measured: 4 weeks
Reaction Rate Assessment
Reaction time will be assessed in milliseconds via a web based application. Participants will be asked to respond to the color change as quickly as possible. Five repetitions will be performed, and the average reaction time will be used in the analysis.
Measured: 4 weeks
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted7 May 2026
- Study start1 May 2026
- Primary completion1 Aug 2026
- Study completion15 Aug 2026
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Other trials for AddictionStudies 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
- Observational
- Observational model
- Case-control
- Time perspective
- Cross-sectional
- Enrolment
- 60 participants (actual)
Sponsor and investigators
- Lead sponsor
- Istinye University
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Kubra Kardes, Istinye University
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT07573345
- Sponsor's protocol ID
- 2025-193
- Status last verified
- Aug 2026
- First submitted
- 1 May 2026
- Last updated
- 25 Aug 2026
- Results posted
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Study at a glance
From the registry record, last updated by the sponsor on 25 Aug 2026. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- The Effects of Smartphone and Digital Game Addiction on Pain and Upper Extremity Function: A Comparative Study
- ClinicalTrials.gov ID
- NCT07573345
- Acronym / sponsor ID
- 2025-193
- Conditions
- Addiction
- Keywords
- upper extremity performance, Pain, Smartphone, Game
- Study type
- Observational
- Recruitment status
- Completed
- Enrolment
- 60 participants (actual)
- Lead sponsor
- Istinye UniversityUniversity, hospital or other
- Study start
- 1 May 2026 (actual)
- Primary completion
- 1 Aug 2026 (actual)
- Study completion
- 15 Aug 2026 (actual)
- First posted
- 7 May 2026 (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.
With the expansion of technology-based applications, daily phone use has increased significantly. According to a 2020 study, phone use habits among young adults aged 18-34 increased by 38.1%, and the time spent on the phone exceeding one hour increased by 68%. Currently, there is no clear definition of smartphone "addiction" or smartphone use, but like other types of addiction, it refers to the effort to control smartphone habits that cause problems or distress in daily life. Recent studies have reported a correlation between excessive screen use and individuals' mental and physical health. Excessive use of phones and video games causes many negative effects, including attention deficit, inability to enjoy life, hyperactivity, depression, anxiety, pain, and functional loss.
Video games are a type of game played through an audiovisual device and can be story-based. While many video games improve players' critical thinking, strategic planning, and problem-solving skills, they can also cause musculoskeletal problems due to the long hours spent at the desk and the repetitive movements involved.
The human spine is a kinematic chain with all joints interconnected; this means that changes in other body parts, such as the increased head tilt while texting on a smartphone, can have significant effects on the entire spine. A 2023 study showed an increase in spinal curvature, particularly in the cervical region, as smartphone use time increased. A study in Korea linked smartphone use to increased pain in the neck, wrists, hands, shoulders, and back. Another significant problem for smartphone users and video game players is "text neck," which occurs from prolonged screen time. This causes tension in the cervical spine, leading to neck pain and stiffness.
Smartphone addiction leads to hand-related problems, primarily hand and wrist pain. Furthermore, excessive use of smartphones, game controllers, and joysticks can lead to repetitive strain injuries such as carpal tunnel syndrome. Prolonged phone use, repetitive movements, and uncomfortable hand positions during use cause inflammation of the muscles and tendons in the hands and wrists, leading to swelling, pain, and loss of function in these joints. Video games are played using devices such as computers, consoles, handheld computers, and smartphones. The continuous, repetitive, and uninterrupted movements performed while using these devices can lead to musculoskeletal disorders, particularly in the upper extremities. Prolonged playing of these games results in musculoskeletal problems such as carpal tunnel syndrome and tendinitis. Extensive studies have shown that individuals' pain and symptoms worsen after prolonged gaming sessions. However, to date, there has been no study comparing smartphone addicts and video game players.
The aim of this research is to compare individuals with smartphone addiction, those who play video games for extended periods, and those without these habits in terms of pain, posture, and upper extremity function.
Study design
- Observational model
- Case-control
- Time perspective
- Cross-sectional
- Number of arms
- 3
| Arm | Type | Receives |
|---|---|---|
| Individuals with smartphone addiction | – | Other: AssessmentHigh smart phone addiction + low gaming addiction |
| Individuals with digital gaming addiction | – | Other: AssessmentHigh gaming addiction + low smart phone addiction |
| Healthy controls without addiction | – | Other: AssessmentLow smart phone addiction + low gaming addiction |
Who may qualify
- Ages
- 18 to 45 years
- Sex
- All
- Age groups
- Adult
- Study population
- The study will include 60 individuals: 20 with smartphone addiction (Group 1), 20 with digital game addiction (Group 2), and 20 without addiction (Group 3).
Key inclusion criteria (2 listed)
- Being between 18-45 years old
- Volunteering to participate in the study
Key exclusion criteria (7 listed)
- Individuals who have undergone major surgery or trauma related to the musculoskeletal system, primarily the upper extremities and trunk
- Individuals with neurological diseases
- Individuals with active rheumatic diseases
- Individuals with systemic diseases (diabetes, hypothyroidism, infection, malignancy, etc.)
- Individuals with serious psychological problems (scoring 30 or higher on the BDE)
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 |
|---|---|---|
| AssessmentSmartphone addiction and gaming addiction will be assessed using a scale. | Other | Healthy controls without addiction, Individuals with digital gaming addiction, Individuals with smartphone addiction |
Primary outcome
The Smartphone Addiction Scale-Short Form
Time frame: 4 weeks
Smartphone Addiction Scale-Short Form Smartphone Addiction Scale-Short Form is a scale developed by Kwon, Kim, Cho, and Yang in 2013 to measure smartphone addiction. The scale consists of 10 items in total. The scale is evaluated using a 6-point Likert scale, and the total score obtained from the scale ranges from 10 to 60. As the score obtained from the scale increases, the risk of addiction is considered to increase. The cutoff scores are stated as 31 for men and 33 for women. The Turkish validity and reliability study of the scale was conducted by Noyan et al. in 2015.
Digital Game Addiction Scale
Time frame: 4 weeks
This scale will be used to assess digital game addiction. The scale consists of 7 questions and is evaluated using a 5-point Likert scale. The total score indicates the severity of the addiction. Total scores on the Digital Game Addiction Scale range between 7 and 35, where higher scores indicate greater levels of addiction.
Numeric Rating Scale
Time frame: 4 weeks
Participants' pain level will be assessed using the Numeric Rating Scale. The scale is rated from 0 to 10, with 0 meaning "no pain" and 10 meaning "unbearable pain". Participants will be asked to rate their average pain level in the neck, shoulder, back, and upper extremity areas over the past 7 days.
Closed Kinetic Chain Upper Extremity Stability Test
Time frame: 4 weeks
This test will be used to assess upper extremity stability, strength, and functional performance. Participants will place their hands on two designated lines in a push-up position, and the number of times they touch the opposite hand for 15 seconds will be recorded. The test will be administered three times, and the average number of repetitions will be used in the analysis.
Minnesota Manual Dexterity Test
Time frame: 4 weeks
This test will be used to assess upper extremity dexterity, coordination, and motor performance. Participants will place discs as quickly as possible, and the total completion time will be recorded in seconds.
Medicine Ball Throw Test
Time frame: 4 weeks
This test will be administered to assess upper extremity explosive power. Participants will throw a 3 kg medicine ball to the maximum distance while seated or standing. The distance achieved will be recorded in centimeters.
Reaction Rate Assessment
Time frame: 4 weeks
Reaction time will be assessed in milliseconds via a web based application. Participants will be asked to respond to the color change as quickly as possible. Five repetitions will be performed, and the average reaction time will be used in the analysis.
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 25 Aug 2026.
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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. This study is not recruiting at the moment.
The record lists no contact. Use the official record to reach the sponsor.
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
An observational study of Addiction, run by Istinye 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 2 inclusion and 7 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: finished, as of the sponsor's last update on 25 Aug 2026. 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?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
The Smartphone Addiction Scale-Short Form (time frame: 4 weeks). The study lists 7 primary outcomes in all. 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 25 Aug 2026.