Chelsea M Reynolds 1 , Michael Gradisar , Kellyann Kar , Ashleigh Perry , Jasper Wolfe , Michelle A Short . Show Affiliations »
Abstract
AIM: Technology use by adolescents close to bedtime commonly leads to sleep problems, and individual factors predicting those at heightened risk are under studied. We investigated whether risk-taking perceptions influenced length of adolescent technology use at bedtime and whether being aware of time moderated this association. METHODS: We recruited 16 males and five females, with a mean age of 17.6 years, from school and university populations to assess adolescent technology use and bedtimes. They were assessed for trait risk-taking using the Cognitive Appraisal of Risky Events questionnaire and had unrestrained access to a video game on two separate nights, counterbalanced for clock present or clock absent conditions. The adolescents' self-selected bedtime provided a measure of the level of technology use and was the dependent variable. RESULTS: Adolescents who perceived fewer negative consequences of risky activities on the Cognitive Appraisal of Risky Events played the video game longer and went to bed later than those who perceived more negative consequences (p = 0.03). There was no influence on bedtimes from perceived benefits of risk-taking or clock presence. CONCLUSION: Adolescents who perceived fewer negative consequences of risk-taking were more likely to stay up later using technology, facing a heightened risk of displaced sleep. ©2015 Foundation Acta Paediatrica. Published by John Wiley & Sons Ltd.
AIM: Technology use by adolescents close to bedtime commonly leads to sleep problems, and individual factors predicting those at heightened risk are under studied. We investigated whether risk-taking perceptions influenced length of adolescent technology use at bedtime and whether being aware of time moderated this association. METHODS: We recruited 16 males and five females, with a mean age of 17.6 years, from school and university populations to assess adolescent technology use and bedtimes. They were assessed for trait risk-taking using the Cognitive Appraisal of Risky Events questionnaire and had unrestrained access to a video game on two separate nights, counterbalanced for clock present or clock absent conditions. The adolescents' self-selected bedtime provided a measure of the level of technology use and was the dependent variable. RESULTS: Adolescents who perceived fewer negative consequences of risky activities on the Cognitive Appraisal of Risky Events played the video game longer and went to bed later than those who perceived more negative consequences (p = 0.03). There was no influence on bedtimes from perceived benefits of risk-taking or clock presence. CONCLUSION: Adolescents who perceived fewer negative consequences of risk-taking were more likely to stay up later using technology, facing a heightened risk of displaced sleep. ©2015 Foundation Acta Paediatrica. Published by John Wiley & Sons Ltd.
Keywords:
Adolescent sleep; Bedtime; Risk-taking; Technology use; Video gaming
Mesh: See more »
Year: 2015
PMID: 25603718 DOI: 10.1111/apa.12935
Source DB: PubMed Journal: Acta Paediatr ISSN: 0803-5253 Impact factor: 2.299