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ITU /WHO Workshop on Safe Listening in Video Gaming and Esports: Updates (2)

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The International Telecommunication Union (ITU), in collaboration with the World Health Organization (WHO), organized a workshop on "Safe Listening in video gaming and esports: Updates (2)" which took place in the Room K, ​​ITU Headquarters, in ​​Geneva, Switzerland on 4 - 5 July 2024. Real-time captioning service and remote participation was provided for this workshop. 

Video gaming and esports have surged in global popularity, captivating up to three billion enthusiasts worldwide. With a user base of 600 million on console platforms and 1.1 billion on personal computers, these activities have solidified their status as both premier entertainment forms and have born new streams of competitive gameplay, referred to as esports (competitive and organized video gaming, in which two or more parties (individuals or teams) face each other under regulated and structured conditions). Nevertheless, the increasing prevalence of prolonged and loud audio exposure in these activities has raised serious health concerns, particularly related to hearing damage and sound-induced hearing loss.

In response to this public health concern, the International Telecommunication Union (ITU) and the World Health Organization (WHO) are working on a technical standard for safe listening in video gaming and esports activities. The work item, proposed by WHO and accepted by ITU in July 2023, includes a series of technical workshops, with the most recent being held on 16 April, 2024, during the ITU Q28/16 meeting in Rennes, France. These workshops serve as platforms to assemble proficient experts, stakeholders, and industry representatives, fostering concerted actions and the formulation of a standard for safe listening in video gaming and esports activities that provides safe, relevant and inclusive guidance.

This workshop on "Joint ITU/WHO Workshop on safe listening in video gaming and esports: Updates (2)" was another crucial step in safeguarding the hearing health of millions of gamers and esports enthusiasts worldwide that focused on finalizing the features and overall technical requirements to be included in the new standard.

Objectives

Expected outcomes​
Through the workshop, WHO and ITU expected to:

This two-day workshop had interactive sessions for in-person and remote participants, allowing for discussions and presentations from experts in the fields of audiology, video gaming, esports, technology, and public health: Key topics to be covered include:

Target audience
The target audience of this workshop included representatives from various stakeholders

This workshop was open to ITU Member States, Sector Members, Associates and Academic Institutions and to any individual from a country that is a member of ITU who wished to contribute to the work. This included individuals who are also members of international, regional, and national organizations. Participation in the workshop was free of charge and open to ITU members and invited experts, but please note that registration to attend either in person or online was mandatory. ​


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