Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey.

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES JMIR Formative Research Pub Date : 2025-03-25 DOI:10.2196/60476
Nicola Diviani, Shelly Chadha, Peter Mulas, Sara Rubinelli
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Abstract

Background: The global rise of video gaming and esports has raised significant concerns about hearing loss due to loud sound exposure. While these activities provide entertainment and have applications in health care, the auditory health risks and behavioral factors influencing listening habits among gamers remain underexplored. Research is needed to develop tailored interventions that address the unique barriers, attitudes, and beliefs of gamers and esports participants, promoting safer listening practices and minimizing auditory health risks.

Objective: This study aimed to explore listening behaviors, attitudes, and awareness regarding hearing health risks among video gamers and esports participants. The findings are intended to guide the design and implementation of technological features that encourage safer listening practices, in alignment with the World Health Organization's Safe Listening initiative.

Methods: An open web-based survey was conducted from September 2022 to January 2023, targeting video gamers and esports enthusiasts. Participants were recruited via World Health Organization social media platforms and outreach to stakeholders. The survey assessed gaming behaviors, listening habits, awareness about hearing health, beliefs, readiness to change listening behaviors, and communication preferences. Data were analyzed using descriptive statistics and multinomial logistic regression.

Results: A total of 488 responses were collected, with 67.2% (n=328) of participants identifying as male, and 56.4% (n=275) having a college degree or higher. Of the respondents, 90.8% (n=443) were actively engaged in video gaming, while 54.9% (n=268) viewed esports, and 13.9% (n=68) participated in esports events. Notably, 24.8% (n=110) of gamers, 18.3% (n=49) of esports viewers, and 37.1% (n=23) of esports players reported using high or very high volume settings. Despite around half of the participants experiencing symptoms indicative of hearing damage (eg, ringing in the ears), only 34.3% (n=152) of gamers, 35.8% (n=92) of esports players, and 39.7% (n=27) of esports viewers reported taking sound breaks every hour. The study identified a balanced distribution across readiness-to-change stages, with 30.3% (n=148) in the precontemplation stage, 35.3% (n=173) in the contemplation stage, and 34.2% (n=167) in the action stage. Factors such as perceived susceptibility to hearing loss, perceived benefits of preventive action, and self-efficacy significantly influenced readiness to change. Communication preferences indicated that 51% (n=249) of participants were interested in receiving more information on hearing health, with health care professionals and governmental agencies being the most trusted sources.

Conclusions: The findings highlight an urgent need for interventions to promote safe listening practices among gamers, emphasizing a gap between awareness and preventive action. The integration of safe listening features into video games and esports platforms, along with targeted communication strategies, can enhance auditory health awareness and protective behaviors. Future research should evaluate the effectiveness of these interventions to ensure comprehensive auditory health protection in the digital entertainment sector.

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游戏玩家和电子竞技参与者的安全倾听信念、态度和实践:国际网络调查。
背景:电子游戏和电子竞技在全球的兴起引起了人们对因噪音过大而导致听力损失的极大关注。虽然这些活动提供了娱乐和医疗保健应用,但影响游戏玩家听力习惯的听觉健康风险和行为因素仍未得到充分研究。需要进行研究,以制定量身定制的干预措施,解决游戏玩家和电子竞技参与者的独特障碍、态度和信仰,促进更安全的听力练习,并最大限度地降低听觉健康风险。目的:本研究旨在探讨电子游戏玩家和电子竞技参与者的听力行为、态度和对听力健康风险的认识。研究结果旨在指导设计和实施鼓励更安全听力做法的技术特征,与世界卫生组织的安全听力倡议保持一致。方法:从2022年9月到2023年1月,以电子游戏玩家和电子竞技爱好者为对象,进行了一项开放式的网络调查。参与者是通过世界卫生组织的社交媒体平台和与利益攸关方的联系招募的。该调查评估了游戏行为、听力习惯、对听力健康的认识、信念、改变听力行为的准备以及沟通偏好。数据分析采用描述性统计和多项逻辑回归。结果:共收集到488份问卷,其中67.2% (n=328)为男性,56.4% (n=275)为大专及以上学历。在受访者中,90.8% (n=443)积极参与电子游戏,54.9% (n=268)观看电子竞技,13.9% (n=68)参加电子竞技赛事。值得注意的是,24.8% (n=110)的游戏玩家,18.3% (n=49)的电竞观众和37.1% (n=23)的电竞玩家报告使用高音量或非常高的音量设置。尽管大约一半的参与者出现了听力损伤的症状(例如耳鸣),但只有34.3% (n=152)的游戏玩家、35.8% (n=92)的电子竞技选手和39.7% (n=27)的电子竞技观众报告每小时休息一次。研究发现,在准备改变的各个阶段,有30.3% (n=148)的人处于预先思考阶段,35.3% (n=173)的人处于沉思阶段,34.2% (n=167)的人处于行动阶段。诸如对听力损失的感知易感性、预防行动的感知益处和自我效能感等因素显著影响改变的准备程度。沟通偏好表明,51% (n=249)的参与者有兴趣获得更多关于听力健康的信息,医疗保健专业人员和政府机构是最值得信赖的来源。结论:研究结果强调了迫切需要采取干预措施来促进游戏玩家的安全倾听实践,强调了意识和预防行动之间的差距。将安全聆听功能整合到电子游戏和电子竞技平台中,以及有针对性的沟通策略,可以增强听觉健康意识和保护行为。未来的研究应评估这些干预措施的有效性,以确保数字娱乐部门全面的听觉健康保护。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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