Upper Extremity and Musculoskeletal Injuries Related to Videogame and Augmented Reality Game Usage: A Narrative Review Article

Christopher M. Belyea, Gregory Rummel, Nathan Lanham, Kevin P. Krul

Research output: Contribution to journalReview articlepeer-review

Abstract

Purpose of Review: Since the introduction of videogames and augmented reality technology, injuries associated with e sports have garnered increased attention from researchers and healthcare professionals. This review articles examines the spectrum of injuries associated with videogames and augmented reality and describes the nuances of the diagnoses associated with gaming injuries. Recent Findings: Videogames changed architecture from a sedentary style of playing to a more interactive console with the introduction of technologies such as the Wii or Pokémon Go. This new style of gaming increased the range of musculoskeletal injuries to include lower energy injuries and more severe high energy trauma because of the introduction of mobility causing distraction and a neglect for safety. Summary: The previous sedentary nature of gaming lends itself to prolonged periods of static posture contributing to long-term effects and potential health implications in the future. This review article presents current literature on the specific injury types and increasing need for awareness of videogame-related injuries to further highlight preventative measures needed to mitigate injury risk and promote healthy gaming habits and ergonomic awareness.

Original languageEnglish (US)
Pages (from-to)201-206
Number of pages6
JournalCurrent Reviews in Musculoskeletal Medicine
Volume18
Issue number5
DOIs
StatePublished - May 2025

All Science Journal Classification (ASJC) codes

  • Orthopedics and Sports Medicine

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