%0 Journal Article %@ 2561-326X %I JMIR Publications %V 9 %N %P e60476 %T Safe Listening Beliefs, Attitudes, and Practices Among Gamers and Esports Participants: International Web-Based Survey %A Diviani,Nicola %A Chadha,Shelly %A Mulas,Peter %A Rubinelli,Sara %+ , Swiss Paraplegic Research, Guido A Zäch Strasse 4, Nottwil, 6207, Switzerland, 41 419396583, nicola.diviani@paraplegie.ch %K video gaming %K esports %K hearing health %K safe listening %K auditory risk %K health behavior %K intervention design %K games %K listening %K auditory %K survey %K college %K data analysis %K awareness %K listening behavior %K gaming %D 2025 %7 25.3.2025 %9 Original Paper %J JMIR Form Res %G English %X Background: The 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. Objective: This 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. Methods: An 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. Results: A 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. Conclusions: The 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. %M 40131338 %R 10.2196/60476 %U https://formative.jmir.org/2025/1/e60476 %U https://doi.org/10.2196/60476 %U http://www.ncbi.nlm.nih.gov/pubmed/40131338 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 12 %N %P e45985 %T Psychometric Properties of the Metacognitions About Online Gaming Scale in the Chinese Population and Its Relationship With Internet Gaming Disorder: Cross-Sectional Study %A Lin,Shuhong %A Chen,Xinxin %A Tan,Linxiang %A Liao,Zhenjiang %A Li,Yifan %A Tang,Ying %A Huang,Qiuping %A Shen,Hongxian %+ Department of Psychiatry, Second Xiangya Hospital of Central South University, 139 Renmin Road, Changsha, 410000, China, 86 13875970393, shenhx2018@csu.edu.cn %K metacognition %K metacognitions about online gaming %K Internet Gaming Disorder %K psychometric properties %K Chinese %D 2024 %7 22.4.2024 %9 Original Paper %J JMIR Serious Games %G English %X Background: Metacognitions about online gaming have been shown to be correlated with Internet Gaming Disorder (IGD). Knowledge of metacognitions about online gaming can help to understand IGD. The Metacognitions about Online Gaming Scale (MOGS) is a reliable and valid tool to measure specific metacognitions about online gaming in both adults and adolescents, which is lacking in China. Objective: This study was conducted to assess the psychometric properties of the Chinese version of the MOGS (C-MOGS) and its relationship with IGD in the Chinese population. Methods: A total of 772 Chinese individuals (age: mean 21.70, SD 8.81 years; age range: 13-57 years; 458/772, 59.3% male) completed a web-based questionnaire survey, including the C-MOGS and a battery of validated scales measuring IGD, gaming motives, depression, and anxiety. Results: Through exploratory and confirmatory factor analyses, the 3-factor structure was confirmed to have adequate model fit and internal consistency reliability (Cronbach α≥.799, Guttman split-half coefficients≥0.754). Concurrent validity of the C-MOGS was supported by its correlations with IGD (P<.001), gaming motives (P<.001), depression (P<.001), and anxiety (P<.001). Furthermore, the incremental validity analysis showed that the C-MOGS predicted 13% of the variance in IGD while controlling for gender, age, weekly gaming hours, gaming motives, depression, and anxiety. Conclusions: This study provides evidence that the psychometric properties of the C-MOGS are appropriate and emphasizes its positive association with IGD. The C-MOGS is a reliable and valid instrument for mental health workers to assess metacognitions about online gaming in the Chinese population. %M 38648634 %R 10.2196/45985 %U https://games.jmir.org/2024/1/e45985 %U https://doi.org/10.2196/45985 %U http://www.ncbi.nlm.nih.gov/pubmed/38648634 %0 Journal Article %@ 2291-9279 %I %V 12 %N %P e39587 %T Assessing the Importance of Content Versus Design for Successful Crowdfunding of Health Education Games: Online Survey Study %A Huang,Hong %A Yu,Han %A Li,Wanwan %K game-based learning %K rubrics %K Kickstarter %K learning game campaign %K collaboration %K user perception %K design %K health %K learning %K gaming %K game %K evaluation %K organization %K user %K engagement %K skill %K feedback %K assessment %K analysis %K correlation %K crowdfunding %K support %D 2024 %7 27.2.2024 %9 %J JMIR Serious Games %G English %X Background: Health education games make health-related tasks enjoyable and interactive, thereby encouraging user participation. Entrepreneurs and health educators can leverage online crowdfunding platforms, such as Kickstarter, to transform their innovative ideas into funded projects. Objective: This research focuses on health education game initiatives on Kickstarter. Through an online user survey, it aims to understand user perceptions and evaluate the significance of 8 distinct components that may influence the success of such crowdfunding initiatives. Methods: A total of 75 participants evaluated games using 8 dimensions: game rules, learning objectives, narrative, content organization, motivation, interactivity, skill building, and assessment and feedback. The survey data were analyzed using descriptive statistical analysis, exploratory factor analysis, the Wilcoxon-Mann-Whitney test, and multivariate analysis. Results: Exploratory data analysis showed that, among the 8 dimensions, skill building, content organization, and interactivity were the top-ranking dimensions most closely associated with crowdfunding health education game. The 8 dimensions can be grouped into 3 categories from the exploratory factor analysis: game content–, instruction-, and game design–related components. Further statistical analysis confirmed the correlation between these dimensions with the successful crowdfunding of health education games. Conclusions: This empirical analysis identified critical factors for game proposal design that can increase the likelihood of securing crowdfunding support. %R 10.2196/39587 %U https://games.jmir.org/2024/1/e39587 %U https://doi.org/10.2196/39587 %0 Journal Article %@ 1438-8871 %I JMIR Publications %V 23 %N 10 %P e26821 %T Psychometric Properties of the Internet Gaming Disorder Scale–Short-Form (IGDS9-SF): Systematic Review %A Poon,Lok Y J %A Tsang,Hector W H %A Chan,Tsan Y J %A Man,Sze W T %A Ng,Lok Y %A Wong,Yi L E %A Lin,Chung-Ying %A Chien,Chi-Wen %A Griffiths,Mark D %A Pontes,Halley M %A Pakpour,Amir H %+ Institute of Allied Health Sciences, College of Medicine, National Cheng Kung University, 1 University Road, Tainan, 701, Taiwan, 886 6 2353535 ext 5106, cylin36933@gmail.com %K psychometrics %K IGDS9-SF %K gaming addiction %K gaming disorder %K problematic gaming %K internet %K gaming %K internet gaming %D 2021 %7 18.10.2021 %9 Review %J J Med Internet Res %G English %X Background: The Internet Gaming Disorder Scale–Short-Form (IGDS9-SF) is among the best with regard to its psychometric properties. Therefore, clinical psychologists are likely guided to use the IGDS9-SF if they want to assess or screen the disordered gaming in their practice. However, the information, especially psychometric evidence, concerning the IGDS9-SF has not been fully examined and summarized. Objective: This systematic review evaluated the psychometric properties of different language versions of the IGDS9-SF and assessed its methodological quality in order to improve the clinicians’ understanding of the IGDS9-SF and facilitate its use. Methods: Systematic literature searches were carried out using Embase, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science. The review included English-language studies of any research design that have reported at least one psychometric property of the IGDS9-SF, as defined by the COnsensus-based Standards for the selection of health status Measurement INstrument (COSMIN), and have aimed at testing the psychometric properties of the IGDS9-SF. Results: In total, 21 studies comprising 15 language versions of the IGDS9-SF were included. Overall, the IGDS9-SF showed adequate internal consistency (although some items did not have satisfactory item-total correlation [IT]), excellent criterion validity, and the ability to distinguish different subgroups with measurement invariance being supported across gender and age. In terms of factor structure, the IGDS9-SF was shown to have a unidimensional factor structure across all 21 studies. Conclusions: Although there is insufficient evidence regarding the responsiveness and properties of the IGDS9-SF using item response theory, the existing evidence supports its use in assessing disordered gaming among individuals. %M 34661543 %R 10.2196/26821 %U https://www.jmir.org/2021/10/e26821 %U https://doi.org/10.2196/26821 %U http://www.ncbi.nlm.nih.gov/pubmed/34661543 %0 Journal Article %@ 1929-0748 %I JMIR Publications %V 10 %N 2 %P e18815 %T Design of a Game-Based Training Environment to Enhance Health Care Professionals’ E–Mental Health Skills: Protocol for a User Requirements Analysis %A Bierbooms,Joyce J P A %A Sluis-Thiescheffer,Wouter R J W %A Feijt,Milou A %A IJsselsteijn,Wijnand A %A Bongers,Inge M B %+ Tranzo, Tilburg School of Social and Behavioral Sciences, Tilburg University, PO box 90153, Tilburg, 5000 LE, Netherlands, 31 630642496, J.J.P.A.Bierbooms@tilburguniversity.edu %K mental health %K skill development %K eHealth %K games %K user-centered design %D 2021 %7 17.2.2021 %9 Protocol %J JMIR Res Protoc %G English %X Background: E–mental health (EMH) offers various possibilities for mental health care delivery, with many studies demonstrating its clinical efficacy. However, the uptake of EMH technologies by mental health care professionals remains to be low. One of the reasons for this is the lack of knowledge and skills in using these technologies. Skill enhancement by means of serious gaming has been shown to be effective in other areas but has not yet been applied to the development of EMH skills of mental health care professionals. Objective: The aim of this paper is to describe a study protocol for the user requirements analysis for the design of a game-based training environment for mental health care professionals to enhance their skills in EMH. Methods: The user requirements are formulated using three complementary outputs: personas (lively descriptions of potential users), scenarios (situations that require EMH skills), and prerequisites (required technical and organizational conditions). We collected the data using a questionnaire, co-design sessions, and interviews. The questionnaire was used to determine mental health care professionals’ characteristics, attitudes, and skill levels regarding EMH and was distributed among mental health care professionals in the Netherlands. This led to a number of recognizable subuser groups as the basis for personas. Co-design sessions with mental health care professionals resulted in further specification of the personas and an identification of different user scenarios for the game-based training environment. Interviews with mental health care professionals helped to determine the preferences of mental health care professionals regarding training in EMH and the technical and organizational conditions required for the prospective game-based training environment to be used in practice. This combination of requirement elicitation methods allows for a good representation of the target population in terms of both a broad view of user needs (through the large N questionnaire) and an in-depth understanding of specific design requirements (through interviews and co-design). Results: The questionnaire was filled by 432 respondents; three co-design sessions with mental health care professionals and 17 interviews were conducted. The data have been analyzed, and a full paper on the results is expected to be submitted in the first half of 2021. Conclusions: To develop an environment that can effectively support professionals’ EMH skill development, it is important to offer training possibilities that address the specific needs of mental health care professionals. The approach described in this protocol incorporates elements that enable the design of a playful training environment that is user driven and flexible and considers the technical and organizational prerequisites that influence its implementation in practice. It describes a protocol that is replicable and provides a methodology for user requirements analyses in other projects and health care areas. International Registered Report Identifier (IRRID): RR1-10.2196/18815 %M 33595453 %R 10.2196/18815 %U http://www.researchprotocols.org/2021/2/e18815/ %U https://doi.org/10.2196/18815 %U http://www.ncbi.nlm.nih.gov/pubmed/33595453 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 8 %N 2 %P e16261 %T Development and Validation of the Reasons to Exergame (RTEX) Scale in Young Adults: Exploratory Factors Analysis %A O'Loughlin,Erin %A Sabiston,Catherine M %A Kakinami,Lisa %A McGrath,Jennifer J %A Consalvo,Mia %A O'Loughlin,Jennifer L %A Barnett,Tracie A %+ Centre de Recherche du CHUM, Concordia University, 850 rue Saint-Denis, Bureau S02-370, Montreal, QC, H2X 0A9, Canada, 1 514 890 8000 ext 15853, erin_oloughlin@hotmail.com %K exergaming %K youth %K young adults %K motivation %K scale %D 2020 %7 15.6.2020 %9 Original Paper %J JMIR Serious Games %G English %X Background: Exergaming is associated with positive health benefits; however, little is known about what motivates young people to exergame. Objective: This study aimed to develop a new Reasons to Exergame (RTEX) scale and describe its psychometric properties (Study 1) including test-retest reliability (Study 2). We also examined the test-retest reliability of self-report exergaming behavior measures (Study 2). Methods: We identified scale items in consultation with experts. In Study 1, we conducted an Exploratory Factor Analysis of RTEX and examined how the factors identified relate to exergaming frequency and intensity in a population-based sample of 272 young adults. In Study 2, we examined the test-retest reliability of RTEX factors and self-report measures of past-week exergaming frequency and intensity among 147 college students. Results: We identified four factors in RTEX: exergaming for fitness, exergaming for enjoyment, preferring exergaming over other gaming options, and choosing exergaming over competing interests (eg, sports). Test-retest reliability of RTEX factors (ICC 0.7-0.8) and self-report exergaming frequency (ICC 0.4-0.9) was adequate. Exergaming for fitness and enjoyment were positively associated with the frequency of exergaming with friends and family, and with exergaming intensity. Preferring exergaming over other gaming options and choosing exergaming over competing interests (eg, sports) were not related to exergaming behavior. Conclusions: RTEX is a psychometrically sound scale with four factors that measure reasons to exergame. Replication of these findings is needed in larger, more diverse samples. %M 32538792 %R 10.2196/16261 %U http://games.jmir.org/2020/2/e16261/ %U https://doi.org/10.2196/16261 %U http://www.ncbi.nlm.nih.gov/pubmed/32538792 %0 Journal Article %@ 2291-9279 %I JMIR Publications %V 7 %N 3 %P e12788 %T A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation %A Gorsic,Maja %A Clapp,Joshua D %A Darzi,Ali %A Novak,Domen %+ Department of Electrical and Computer Engineering, University of Wyoming, 1000 E University Ave, Laramie, WY, 82071, United States, 1 307 766 5599, dnovak1@uwyo.edu %K attitude to computers %K competitive behavior %K exercise %K motivation %K questionnaire design %K virtual reality %D 2019 %7 23.07.2019 %9 Original Paper %J JMIR Serious Games %G English %X Background: Competitive and cooperative serious games have become increasingly popular in areas such as rehabilitation and education and have several potential advantages over single-player games. However, they are not suitable for everyone, and the user experience in competitive and cooperative serious games depends on many factors. One important factor is the verbal interaction between players, but the effect of this factor has not been extensively studied because of the lack of a validated measurement tool. Objective: This paper aimed to validate a brief questionnaire that measures the verbal interaction between 2 players of a serious game. The questionnaire consists of 8 questions pertaining to the amount of conversation, its valence (positive or negative emotion), and its game relatedness. Methods: The questionnaire was validated with 30 pairs of participants who played a competitive serious game for 10 min while being recorded with cameras. The questionnaire was filled out by both participants, an in-person observer, and 2 members of our research group who watched the videos. Results from these raters were used to develop questionnaire instructions, and the finalized questionnaire was given to 2 additional raters who were trained on 5 videos and then rated the other 25 videos independently. Results: The questionnaire’s interrater reliability is excellent for the amount of conversation and its game relatedness (intraclass correlation coefficients [ICCs] above 0.9). Interrater reliability is fair to good for conversation valence (ICCs between 0.4 and 0.7). We believe that the lower interrater reliability for valence is primarily because of a limited spread of valence values in our sample. Furthermore, questionnaire ratings were significantly correlated with players’ personality characteristics (eg, amount of conversation was correlated with extraversion) and pressure/tension experienced in the competitive game. Conclusions: The validated questionnaire has the potential to be a useful tool for studying user experience in competitive and cooperative serious games. Furthermore, it could be adapted for other applications such as entertainment games. However, it has only been validated with unimpaired university students in a 2-player competitive serious game and should next be validated with different target populations (eg, stroke survivors) and different game designs (eg, cooperative games). %M 31339107 %R 10.2196/12788 %U https://games.jmir.org/2019/3/e12788/ %U https://doi.org/10.2196/12788 %U http://www.ncbi.nlm.nih.gov/pubmed/31339107