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Are Gamers Prone to eThrombosis during Long Gaming Sessions?

Kasper Bygum KrarupHenrik Bygum KrarupMorten MørkSøren Lundbye-ChristensenAase HandbergHien T T NguyenInge Sokilde PedersenSøren Risom Kristensen
Published in: Life (Basel, Switzerland) (2024)
During the last two decades, several cases of venous thrombosis (VTE) after a prolonged period at a computer have been described, denominated as "eThrombosis". Video gaming on a computer has become very popular and can be a social activity where several players gather to play against each other or in a virtual environment for several days ("LAN (i.e., L ocal A rea N etwork) parties") where the participants are sedentary and consuming calorie-rich food items. The aim of this study was to investigate potential coagulation activation during a 42 h LAN party. Nine male gamers volunteered for the LAN party. Citrated blood was sampled before and every 6 h, and plasma was analyzed for thrombin generation, thrombin-antithrombin complexes (TAT), prothrombin fragment 1 + 2 (F1 + 2), and D-dimer. Thrombin generation increased slightly but not significantly during the LAN party, whereas the coagulation activation markers were unchanged. These results do not indicate that the coagulation system is activated significantly during 42 h of gaming with minimal physical activity. Although increased activity cannot be excluded, it does not directly indicate a risk of VTE in general.
Keyphrases
  • physical activity
  • venous thromboembolism
  • deep learning
  • healthcare
  • mental health
  • human health
  • body mass index
  • weight loss
  • risk assessment
  • sleep quality