Influence Of Computer Game Use In The Evening On Parameters Of Alertness And Sleep In Adolescents

SOMNOLOGIE(2021)

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摘要
Background Playing computer games before bedtime is a common behavior, especially among adolescents. Excessive computer game use can be associated with somatic complaints, attention deficits, and family interaction problems. However, there is little knowledge about the effects of computer games on subsequent sleep. Objectives The aim of this pilot study was to investigate the effects of playing a computer game in the evening on the alertness and sleep of adolescents. Materials and methods Twenty-five healthy adolescents (mean age 15 years, f = 20, m = 5) from one school class were included in this pilot study. In a randomized crossover design on two consecutive days, either a jump-and-run computer game or reading a youth magazine was performed for 2 h in the evening. Before and after each intervention, mood (ASTS) and drowsiness (KSS) were assessed by questionnaires and parameters of tonic alertness were measured by the psychomotor vigilance task (PVT). Subsequently, sleep was measured by polysomnography (PSG). Results Two hours of computer gaming in the evening resulted in reduced alertness levels immediately thereafter: the PVT parameter response time (RT) increased from 272.0 +/- 30.5 ms to 305.2 +/- 41.3 ms (p < 0.01) while it remained unchanged under the reading condition the other evening. In comparison to reading, using computer games in the evening led to an increased amount of light sleep (N1 + N2: 48.9 +/- 9.1%-TST vs. 44.6 +/- 9.8%-TST, p < 0.05) and a reduced amount of deep sleep (N3: 36.0 +/- 10.0%-TST vs. 39.5 +/- 9.0%-TST, p < 0.05) the following night. Sleep latency and sleep efficiency did not differ between the two conditions. Conclusions In the group of healthy adolescents examined in this pilot study, using computer games in the evening had immediate negative consequences on alertness and on sleep architecture the subsequent night. Together with frequently insufficient sleeping time on school days in adolescents, these findings cumulatively could have relevance for physiological development. Subsequent trials in different groups of adolescents with a sufficient number of subjects are needed in order to further verify these findings and possibly, to adapt sleep-hygiene behavioral recommendations for these age groups.
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关键词
Adolescent, PC use, Sleep hygiene, Attention, Sleep onset latency
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