School of Psychology, Flinders University, Adelaide, South Australia, Australia.
J Clin Sleep Med. 2010 Apr 15;6(2):184-9.
Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored.
Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory.
Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p < 0.01) but not physiologic arousal (as measured by heart rate: p > 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05).
Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.
睡前玩电子游戏与青少年睡眠质量差有关;然而,支持这种联系的实验证据很少。本研究调查了睡前玩电子游戏对青少年延长睡眠潜伏期和减少主观困倦感的能力。还探讨了涉及的唤醒心理生理机制以及睡前玩电子游戏对睡眠结构的影响。
13 名男性青少年“夜猫子”(平均年龄=16.6 岁,标准差=1.1)参与了一项平衡的、基于个体的实验(主动玩电子游戏)和对照(被动看 DVD)条件的实验。实验在弗林德斯大学睡眠研究实验室进行。
与对照条件相比,睡前玩电子游戏增加了睡眠潜伏期(Z=2.45,p=0.01)和减少了主观困倦感(Z=2.36,p=0.02)——但只是略有增加。电子游戏与认知警觉性的变化有关(以功率衡量:p<0.01),但与生理唤醒无关(以心率衡量:p>0.05)。与之前的发现相反,睡眠结构不受影响(快速眼动和慢波睡眠:p>0.05)。
结果表明,睡前玩电子游戏对青少年睡眠的直接影响可能比之前认为的要小,这表明将刺激性睡前活动与睡眠质量差联系起来的调查需要用实证证据加以证实。