Incidence of Video Game-Related Upper Extremity Injuries in the United States

Objectives Video game use is becoming increasingly popular and is projected to continue to rise for the foreseeable future. Gamers are at risk for unique upper extremity injuries related to overuse or trauma when playing interactive gaming systems. The purpose of this study was to characterize gaming-related upper extremity injuries in patients presenting to emergency departments across the United States over the past twenty years. Methods Data from the National Electronic Injury Surveillance System (NEISS) was queried for all upper extremity injuries related to using computer equipment and electronic games between 2001 and 2020. Narrative descriptions containing the keywords “game,” “gaming,” and “play” were isolated and then reviewed to identify injuries related to gaming. Demographic information, location of injury, and type of injury were collected. Results A total of 1,269 injuries were reported during the 20-year study period, with an extrapolated national incidence of 41,939. Most injuries occurred in males (66.9%) and those aged 10-19 (29.5%). The most common body parts injured were the finger (23.1%), followed by the hand (metacarpal) (21.3%) and wrist (19.0%). The most common injury types were strains and sprains (28.0%), followed by contusions and abrasions (17.0%). Conclusion Video game-related injuries represent a potentially modifiable or preventable cause of upper extremity injury. With the increased use and modernization of gaming systems, physicians should proactively educate patients and parents about this type of injury.

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Publication Details

Journal
SurgiColl
Published
2025-03-22
DOI
https://doi.org/10.58616/001c.126711
Citations
1
Primary Topic
Sports injuries and prevention
Type
article
Field-Weighted Citation Impact
1.72
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article

Incidence of Video Game-Related Upper Extremity Injuries in the United States

Robert L DalCortivo, Michael M. Vosbikian, Kamil M. Amer, Irfan Ahmed et al.
1 citations
SurgiColl
Sports injuries and prevention
1.72
article

Incidence of Video Game-Related Upper Extremity Injuries in the United States

Robert L DalCortivo, Michael M. Vosbikian, Kamil M. Amer, Irfan Ahmed, David Ahn
article en
1 citations

Abstract

Objectives Video game use is becoming increasingly popular and is projected to continue to rise for the foreseeable future. Gamers are at risk for unique upper extremity injuries related to overuse or trauma when playing interactive gaming systems. The purpose of this study was to characterize gaming-related upper extremity injuries in patients presenting to emergency departments across the United States over the past twenty years. Methods Data from the National Electronic Injury Surveillance System (NEISS) was queried for all upper extremity injuries related to using computer equipment and electronic games between 2001 and 2020. Narrative descriptions containing the keywords “game,” “gaming,” and “play” were isolated and then reviewed to identify injuries related to gaming. Demographic information, location of injury, and type of injury were collected. Results A total of 1,269 injuries were reported during the 20-year study period, with an extrapolated national incidence of 41,939. Most injuries occurred in males (66.9%) and those aged 10-19 (29.5%). The most common body parts injured were the finger (23.1%), followed by the hand (metacarpal) (21.3%) and wrist (19.0%). The most common injury types were strains and sprains (28.0%), followed by contusions and abrasions (17.0%). Conclusion Video game-related injuries represent a potentially modifiable or preventable cause of upper extremity injury. With the increased use and modernization of gaming systems, physicians should proactively educate patients and parents about this type of injury.

SurgiCollVol. 3(1)
Rutgers, The State University of New Jersey (US), Rutgers New Jersey Medical School (US)
Openalex Percentile: Top 21%
Sports injuries and prevention
1.72
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