Risk of sound-induced hearing loss from exposure to video gaming or esports: a systematic scoping review

Author:

Dillard Lauren KORCID,Mulas Peter,Der Carolina,Fu Xinxing,Chadha Shelly

Abstract

BackgroundThere is little information on whether video gaming might be a modifiable risk factor for hearing loss and/or tinnitus, despite the plausibility of these relationships given that video games are often played at high-intensity sound levels and for long periods of time.ObjectiveTo synthesise current evidence related to relationships between gaming and the potential risk of hearing loss and/or tinnitus.DesignSystematic scoping reviewData sourcesWe searched three databases (PubMed, Scopus, Ovid MEDLINE) in January 2023 for peer-reviewed articles, and searched grey literature sources, from inception to 2023.Eligibility criteriaObservational, mixed-methods, trials, or case studies published in (or that could be translated into) English, Spanish or Chinese were eligible for inclusion. Studies were included if they evaluated relationships of gaming with hearing loss and/or tinnitus.Data extraction and synthesisTwo reviewers extracted and verified study data, which are synthesised in tables and in the text.ResultsFourteen peer-reviewed studies were included, 11 of which were cohort studies and 3 of which were non-cohort observational studies. Across studies, the prevalence of gaming ranged from 20% to 78%. In general, the average measured sound levels of video games nearly exceeded, or exceeded, permissible sound exposure limits, and on average, individuals played video games for approximately 3 hours per week. Among the five peer-reviewed studies that evaluated associations or correlations of gaming with hearing loss or tinnitus, four reported significant associations or correlations with gaming and hearing loss or tinnitus.ConclusionsThe limited available evidence suggests that gaming may be a common source of unsafe listening, which could place many individuals worldwide at risk of permanent hearing loss and/or tinnitus. Additional research on these relationships is needed along with steps to promote safe listening among gamers.

Publisher

BMJ

Reference72 articles.

1. World Health Organization . World Report on Hearing. World Health Organization, 2021. Available: https://www.who.int/publications/i/item/9789240020481

2. World Health Organization . Make listening safe. In: World Health Organization. 2015. Available: https://apps.who.int/iris/bitstream/handle/10665/177884/WHO_ NMH_NVI_15.2_eng.pdf

3. World Health Organization . Deafness and hearing loss: safe listening. World Health Organization, 2022. Available: https://www.who.int/news-room/questions-and-answers/item/deafness-and-hearing-loss-safe-listening

4. Prevalence and global estimates of unsafe listening practices in adolescents and young adults: A systematic review and meta-analysis;Dillard;BMJ Glob Health,2022

5. Statista . Video gaming and esports. Statista, 2023. Available: https://www.statista.com/markets/417/topic/478/video-gaming-esports/#overview

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3