Video Gamers at Risk of Hearing Loss and Tinnitus, Warns Study

Video Gamers at Risk of Hearing Loss and Tinnitus, Warns Study

Video gamers around the world may be putting their hearing at risk, according to a systematic review conducted and published in the BMJ Public Health journal.

The review highlights that the sound levels reported in studies of over 50,000 individuals often approach or exceed safe limits.

With the immense popularity of video games, the researchers emphasize the need for greater public health efforts to raise awareness about the potential risks.

While previous studies have identified headphones, earbuds, and music venues as potential sources of unsafe sound levels,

the impact of video games on hearing loss has received relatively little attention.

Gamers frequently play at high-intensity sound levels for extended periods,

and it is estimated that there were over 3 billion gamers worldwide in 2022.

To build an evidence base, the researchers conducted a comprehensive search of research databases and grey literature,

including studies and reports published in English, Spanish, and Chinese.

The review included 14 peer-reviewed studies from 9 countries, involving a total of 53,833 participants.

The reported sound levels ranged from 43.2 decibels (dB) for mobile devices to 80-89 dB for gaming centers.

The duration of noise exposure varied depending on the mode and frequency of gaming,

ranging from daily to once a month, with an average of 3 hours per week.

Impulse sounds, characterized by bursts lasting less than 1 second and peak levels at least 15 dB higher than the background sound, were also observed during gaming.

One study even reported impulse sounds reaching levels as high as 119 dB,

surpassing the permissible exposure limits of 100 dB for children and 130-140 dB for adults.

The International Telecommunication Union (ITU) and the World Health Organization have established a time-intensity trade-off,

known as an exchange rate, to determine permissible levels and duration of noise exposure.

For example, with a 3 dB exchange rate, a permissible exposure time halves with every 3 dB increase in noise level.

This means that for children, the permissible exposure level is defined as 75 dB for 40 hours a week.

Several studies evaluated the prevalence of video gaming among young people,

with rates ranging from 20 to 68 per cent.

Additionally, two studies from South Korea found a prevalence of gaming center use at around 60 per cent.

Associations between gaming and self-reported hearing loss, hearing thresholds, or tinnitus were also examined.

Two studies revealed a link between gaming center use and increased odds of severe tinnitus and high-frequency sound hearing loss in both ears among school pupils.

Furthermore, one large observational study reported an association between video gaming and increased odds of self-reported hearing loss severity.

Another study estimated that over 10 million people in the USA may be exposed to “loud” or “very loud” sound levels from video or computer games.

The authors of the review concluded that the daily level of sound exposure from video games is close to the maximum permissible levels of sound exposure.

They also identified gaming headphones as potentially reaching unsafe listening levels, posing a risk of sound-induced hearing loss.

Despite the limited data available,

The researchers emphasized the need for interventions focused on education and awareness of the potential risks of gaming.

They highlighted the importance of further research to inform preventive measures and global policy initiatives,

particularly in relation to esports, geographic region, sex, and age.

Lastly ,the systematic review underscores the potential risks of irreversible hearing loss and tinnitus among video gamers.

As video games continue to gain popularity,

It is crucial to prioritize interventions that promote safe listening practices and increase awareness of the potential dangers associated with excessive sound exposure during gaming.

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