TY - JOUR
T1 - Interactive Screen-Based Activities Predict Worse Actigraphic Sleep Health That Night Among Adolescents
AU - Reichenberger, David A.
AU - Master, Lindsay
AU - Mathew, Gina Marie
AU - Snyder, Cynthia K.
AU - Buxton, Orfeu M.
AU - Hale, Lauren
AU - Chang, Anne Marie
N1 - Publisher Copyright:
© 2023 Society for Adolescent Health and Medicine
PY - 2024/4
Y1 - 2024/4
N2 - Purpose: To determine the micro-longitudinal effects of duration and timing of screen-based activities on sleep within and between adolescents. Methods: Daily survey and actigraphy data from the age 15 wave of the Future of Families and Child Wellbeing Study were analyzed using multilevel modeling. Four hundred seventy five adolescents provided three or more days of valid daily survey and nighttime sleep data. Results: Within-person results showed that on days when adolescents played video games more than their daytime average ± SE (1.3 ± 1.2 hours), sleep onset (6 ± 2 minutes, p < .01) and midpoint (4 ± 2 minutes, p < .02) were delayed for each additional hour of gaming. Between-person results showed that for each hour adolescents used screens to communicate with friends across the day, sleep onset was later (11 ± 3 minutes, p < .01), sleep midpoint was later (8 ± 3 minutes, p < .01), and sleep duration was shorter (−5 ± 2 minutes, p < .03). Adolescents who used screens to communicate with friends or play video games in the hour before bed had later sleep onset (30 ± 14 minutes, p < .03) and midpoint (25 ± 13 minutes, p < .05). Discussion: Among adolescents, passive screen usage such as browsing the Internet or watching videos may not affect sleep timing or duration, but limiting interactive screen-based activities could protect adolescent sleep health and well-being.
AB - Purpose: To determine the micro-longitudinal effects of duration and timing of screen-based activities on sleep within and between adolescents. Methods: Daily survey and actigraphy data from the age 15 wave of the Future of Families and Child Wellbeing Study were analyzed using multilevel modeling. Four hundred seventy five adolescents provided three or more days of valid daily survey and nighttime sleep data. Results: Within-person results showed that on days when adolescents played video games more than their daytime average ± SE (1.3 ± 1.2 hours), sleep onset (6 ± 2 minutes, p < .01) and midpoint (4 ± 2 minutes, p < .02) were delayed for each additional hour of gaming. Between-person results showed that for each hour adolescents used screens to communicate with friends across the day, sleep onset was later (11 ± 3 minutes, p < .01), sleep midpoint was later (8 ± 3 minutes, p < .01), and sleep duration was shorter (−5 ± 2 minutes, p < .03). Adolescents who used screens to communicate with friends or play video games in the hour before bed had later sleep onset (30 ± 14 minutes, p < .03) and midpoint (25 ± 13 minutes, p < .05). Discussion: Among adolescents, passive screen usage such as browsing the Internet or watching videos may not affect sleep timing or duration, but limiting interactive screen-based activities could protect adolescent sleep health and well-being.
UR - http://www.scopus.com/inward/record.url?scp=85179788383&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85179788383&partnerID=8YFLogxK
U2 - 10.1016/j.jadohealth.2023.10.027
DO - 10.1016/j.jadohealth.2023.10.027
M3 - Article
C2 - 38099901
AN - SCOPUS:85179788383
SN - 1054-139X
VL - 74
SP - 774
EP - 781
JO - Journal of Adolescent Health
JF - Journal of Adolescent Health
IS - 4
ER -