Video game players have a higher risk of tinnitus and deafness

by times news cr

2024-08-16 06:55:00

It is estimated that around 3 billion people worldwide play video games, which gives an idea of ​​the importance of raising awareness about the potential risks to hearing health.

Video games are a very popular leisure activity for children and adults, as there is something for everyone, and even older people can enjoy this pastime. However, their continued use could have negative consequences, according to the World Health Organization (WHO), which has based its research on new research to warn that they could cause irreversible hearing loss or tinnitus, a condition also known as tinnitus and characterized by persistent noises, ringing or buzzing in the ears.

The study that has raised alarm bells has been published in BMJ Public Health and its findings suggest that the sound levels emitted by these types of games often approach or exceed the safety limits allowed for environmental noise. The study analysed data from more than 50,000 players, and it is estimated that around 3 billion people worldwide play video games, which gives an idea of ​​how important it is to raise awareness among the population about their potential risks to hearing health.

Headphones and headsets have already been identified as emitting potentially dangerous sound levels, but little attention has been paid to the effects of video games on hearing loss, the researchers said, adding that gamers often play at high sound levels and for several hours at a time.

Video gamers have unsafe listening practices

The researchers searched databases for relevant studies and white papers, newsletters, reports and proceedings, published at any time in English, Spanish or Chinese, and included in the review some 14 studies from nine countries in North America, Europe, Asia and Oceania, involving a total of 53,833 people. Eleven were observational epidemiological studies, of which six looked at the relationship between hearing and computer games or video games; four looked at gaming centres or computer rooms, which are popular in Asia; and one focused on mobile devices.

Reported noise levels ranged from 43.2 decibels (dB) on mobile devices to 80-89 dB on gaming centres, while the duration of noise exposure depended on the mode and frequency of access: from daily to once a month, for at least one hour per session, with an average of three hours per week.

Six studies provided information on the prevalence of video gaming among youth, which ranged from 20% to 68%. Two South Korean studies reported a prevalence of gaming centre use of around 60%. Three studies assessed gender differences in gaming behaviours and indicated that boys played video games more frequently than girls, for longer periods of time and at higher sound intensity levels.

Source: GLOBE VISION

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