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[2022-2024] : [SG16] : [Q28/16]

[Declared patent(s)]  - [Associated work]

Work item: H.SL-ES
Subject/title: Global standard for safe listening in video gaming and esports
Status: Under study 
Approval process: AAP
Type of work item: Recommendation
Version: New
Equivalent number: -
Timing: 2024 (Medium priority)
Liaison: CENELEC TC108X, IEC TC108
Supporting members: WHO, Keio University
Summary: Currently, 5% of the world population has disabling hearing loss, and it's projected that by 2050, around 700 million people will need hearing rehabilitation services. Unaddressed hearing loss negatively affects communication, education, social engagement, relationships, employment, and financial well-being, resulting in an annual global cost of $980 billion. Excessive exposure to loud sounds in both recreational settings, particularly among individuals aged 12-35, is a significant cause of preventable hearing loss, with more than 1 billion people in this age range at risk of hearing damage from sound experienced at entertainment venues, personal audio devices, video gaming devices (mobile, consoles, and PCs), as well as esports activities. In 2015, WHO launched the Make Listening Safe (MLS) initiative to promote safe listening and reduce hearing loss risks. This led to the development of the H.870 Standard for Safe Listening devices and systems in 2018, in collaboration with the ITU and stakeholders. The standard aims to minimize hearing loss risk and ensure enjoyable experiences while listening to music or other audio content. However, the standard does not cover e-sport and video gaming devices, such as consoles or PCs. Video gaming is a highly popular form of entertainment enjoyed by people of all ages. Consumer spending in this industry is projected to reach $268 billion in 2023, and the global gaming population has surpassed 3 billion across mobile, PC, and console platforms. The rise in video gaming has given birth to the esports industry, which involves competitive and organized computer and video gaming. Esports events, held both in-person and online, have gained significant popularity and are estimated to become a $2 billion industry by 2026, with some esports live events taking place in large arenas to audiences of 5000 or more. Multiple studies have linked gaming and esports to risky health behaviours, such as a sedentary lifestyle. A recent systematic review by Dillard et al. (2023) focused on gaming and hearing damage and found the following associations: · Gamers had a 6% higher likelihood of self-reported hearing loss compared to non-gamers. · Gamers had a 52% higher likelihood of self-reported tinnitus compared to non-gamers. · Gamers were more than twice as likely as non-gamers to have measurable high-frequency hearing loss. Furthermore, the preferred listening levels for gamers, especially in "First Person Shooter" games, may exceed long-term acceptable sound exposure levels for adults and children, including peak intensity levels for children. Although no studies have specifically examined the effects of competitive esports programs on hearing, research suggests that competitive esports professionals often practice for several hours daily, indicating potentially risky listening behaviours within this population group. This review suggests gaming activities can subject adolescents and young adults to prolonged exposure to loud sounds, resulting in irreversible hearing loss that cannot be treated medically or surgically. However, the adoption of safe listening principles can prevent such hearing loss entirely. While individuals have the final say in their listening behaviours, it is the collective responsibility of public health agencies, standardization organizations, governments, and industry to facilitate access to and encourage the adoption of safer practices. Developing guidelines that promote protective practices is crucial in this regard. Currently, there is no universal standard for safe listening in esports or gaming regarding sound levels, exposure, or measurement. However, stakeholder interviews conducted by the WHO's ear and hearing care team revealed various efforts to mitigate hearing risks. These efforts, combined with the existing H.870 standard and WHO's "Global standard for live venues and events," could serve as the foundation for a set of guidelines. Some of these features include (but are not limited to): · Warnings within user guides, manuals and other accompanying documentation · Volume level reductions on detection of headphone connections and/or between rounds of competitive gameplay · Features to remove in-game sounds that may trigger tinnitus in gamers · In game warnings to promote awareness of auditory symptoms related to hearing loss, including tinnitus · Use of any available microphones within gaming projects to estimate sound dosage and provide feedback to the gamer and/or game audio system The significant rise in the number of young people involved in esports and gaming makes it urgent to develop targeted requirements and provide guidance on safe listening in game development and tournament organizing in the field of esports cannot be overemphasized. Guidelines on safe listening in esports and video gaming should include the standardization of sound levels, sound exposure measurement, information provision, and warnings.
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First registration in the WP: 2023-08-21 14:20:43
Last update: 2024-02-26 10:40:07