Cited by 175Sleep and related disordersImpact of Technology on AdolescentsSleep and Wakefulness Research

The effect of presleep video-game playing on adolescent sleep

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Weaver, Edward, Gradisar, Michael, Dohnt, Hayley, Lovato, Nicole, Douglas, Paul·2010·Journal of Clinical Sleep Medicine

Abstract

Study objectives 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.Method 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.Results 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).Conclusions 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.

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  • Mental engagement can interfere with sleep.

    “This finding is supported by other work that shows that not only is electronic media use near bedtime prevalent246 but also the light emitted by the devices247 as well as the mental engagement248 can interfere with sleep.”

    From Sleep, Health, and Society (2017) · cites this paper as [248]

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Authors
Weaver, E., Gradisar, M., Dohnt, H., Lovato, N., & Douglas, P.
Affiliations
Flinders University (AU)
Corresponding author
Gradisar, Michael
Venue
Journal of Clinical Sleep Medicine
Published
2010-04-15
Volume
6
Issue
2
Pages
184-189
ISSN
  • 1550-9389 (ISSN-L)
  • 1550-9397
OpenAlex
W42760255
Cited by
175
References
29
Citations by year
2026: 12 · 2025: 12 · 2024: 18 · 2023: 10 · 2022: 18 · 2021: 13 · 2020: 14 · 2019: 14 · 2018: 15 · 2017: 6 · 2016: 12 · 2015: 5 · 2014: 8 · 2013: 10 · 2012: 4
FWCI
7.12
Type
journal article
Language
en
Open access
Locations
  • Journal of Clinical Sleep Medicine (publishedVersion)
  • PubMed Central (publishedVersion)
  • PubMed (publishedVersion)
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Sleep and related disorders
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Sleep and Wakefulness Research
Keywords
video game use, adolescent sleep, sleep latency, subjective sleepiness, mental alertness, heart rate, sleep architecture, REM sleep, slow-wave sleep, evening chronotype
MeSH terms
Adolescent, Adolescent Behavior, Analysis of Variance, Arousal, Australia, Cognition, Electroencephalography, Electromyography, Electrooculography, Heart Rate, Humans, Sleep Initiation and Maintenance Disorders, Male, Sleep, Sleep Stages, Wakefulness, Video Games

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