# Do Esports Players Experience Pain? Pain Prevalence of Esports Players: a Systematic Review and Meta-analysis

**Authors:** Markus Soffner, Alexander Schmidt, Fabian Tomschi, Thomas Hilberg

PMC · DOI: 10.1186/s40798-025-00971-1 · 2026-01-03

## TL;DR

Esports players commonly experience pain, especially in the spine and upper extremities, suggesting a need for preventive strategies to reduce musculoskeletal strain.

## Contribution

This is the first systematic review and meta-analysis to quantify pain prevalence among esports players and identify key affected body regions.

## Key findings

- 73% of esports players reported pain in the past year, with 44% experiencing pain in the past week.
- Spine and upper extremities were the most affected body regions, with neck and wrist pain being particularly common.
- Pain prevalence varied by player type and region, with mobile and Asian players showing higher rates.

## Abstract

Esports, defined as competitive video gaming, has grown significantly in popularity, drawing global audiences comparable to traditional sports. However, the sedentary and repetitive nature of esports activities raises concerns about musculoskeletal health. While some studies have examined pain prevalence in esports players, no comprehensive synthesis exists. This systematic review and meta-analysis investigated the overall pain prevalence of esports players, as well as its occurrence in different body regions.

Following PRISMA guidelines, studies reporting pain prevalence in esports players were identified via PubMed, Web of Science, and Google Scholar. Random-effects meta-analyses were used to calculate one-year and seven-day prevalence rates, as well as pain by body region. Meta-regressions explored potential moderators.

Thirteen studies met the inclusion criteria, with six (553 participants) contributing to the meta-analysis. One-year pain prevalence was 73% ([95% CI: 0.58–0.89], I² = 61%, k = 2), while the seven-day prevalence was 44% ([95% CI: 0.38–0.49], I² = 0%, k = 3). The spine was the most affected region (41%, [95% CI: 0.26, 0.55], I² = 96%, k = 11), with neck pain being particularly prevalent (48%, [95% CI: 0.26, 0.70], I² = 94%, k = 4). Upper extremities were also frequently affected (31%, [95% CI: 0.18, 0.44], I² = 96%, k = 12), with the wrists being notably affected by pain (37%, [95% CI: 0.09, 0.66], I² = 97%, k = 4). Meta-regression suggested higher pain prevalence among mobile players and Asian participants compared to computer players and European participants, though these findings are exploratory due to the limited number of studies.

In this meta-analysis a considerable prevalence of pain among esports players was observed, especially in the spine and upper extremities. However, the results should be interpreted with caution due to methodological heterogeneity and limited study numbers. Nevertheless, they emphasize the need for preventive strategies, such as regular breaks during prolonged sitting, ergonomic interventions and load management programs to optimize training volume and recovery, thereby reducing the risk of musculoskeletal strain. Future research should distinguish between acute and chronic pain, use standardized tools, and explore device-specific pain patterns to inform targeted interventions.

Registration number PROSPERO ID: CRD42024599339.

The online version contains supplementary material available at 10.1186/s40798-025-00971-1.

73% of esports players reported pain in the past year, with the spine (41%) and upper extremities (31%) being most affected.Neck and wrist pain were particularly prevalent among esports players, highlighting key risk areas.Future studies should use standardized assessments, differentiate between acute and chronic pain and examine device-specific risk factors.

73% of esports players reported pain in the past year, with the spine (41%) and upper extremities (31%) being most affected.

Neck and wrist pain were particularly prevalent among esports players, highlighting key risk areas.

Future studies should use standardized assessments, differentiate between acute and chronic pain and examine device-specific risk factors.

The online version contains supplementary material available at 10.1186/s40798-025-00971-1.

## Full-text entities

- **Diseases:** musculoskeletal strain (MESH:D013180), acute and chronic pain (MESH:D059787), neck pain (MESH:D019547), Pain (MESH:D010146)

## Figures

9 figures with captions in the complete paper: https://tomesphere.com/paper/PMC12764727/full.md

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Source: https://tomesphere.com/paper/PMC12764727