Evidence map›Paper›PMID 40131338›Full record

ArticleJMIR formative research2025

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

Nicola Diviani, Shelly Chadha, Peter Mulas, Sara Rubinelli

Abstract read
In one paragraph

Article in JMIR formative research, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

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Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Nicola DivianiSwiss Paraplegic Research, Nottwil, Switzerland.ORCID 0000-0002-1386-9915
Shelly ChadhaDepartment of Noncommunicable Diseases, World Health Organization, Geneva, Switzerland.ORCID 0000-0001-5789-7259
Peter MulasDepartment of Noncommunicable Diseases, World Health Organization, Geneva, Switzerland.ORCID 0009-0002-4556-3635
Sara RubinelliSwiss Paraplegic Research, Nottwil, Switzerland.ORCID 0000-0003-1086-8914

Funding

World Health Organization 001
6 · The paper itself

Abstract

backgroundThe 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.

objectiveThis 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.

methodsAn 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.

resultsA 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.

conclusionsThe 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.

Indexed as

Health Knowledge, Attitudes, PracticeHearing Loss, Noise-InducedVideo GamesAdolescentAdultFemaleHumansInternetMaleMiddle AgedSurveys and QuestionnairesYoung Adultauditoryauditory riskawarenesscollegedata analysisesportsgamesgaminghealth behaviorhearing healthintervention designlisteninglistening behaviorsafe listeningsurveyvideo gaming

Identifiers

PMID40131338
PMCPMC11979545

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.