| Literature DB >> 30746049 |
Sara Peracchia1, Giuseppe Curcio2.
Abstract
The public opinion is ever more interested and worried about possible effects of exposure to VGs (video games) on human life and well-being. Scientific literature shows several evidences highlighting negative outcomes on behavioural, emotive, cognitive and physical health spheres. All these aspects are intrinsically linked to sleep quality and quantity and to date very few studies directly investigated the effects of videogame (VG) exposure on sleep and post-sleep cognitive status. The aim of the present systematic review is to examine the impact that the exposure to VGs can produce on sleep pattern and the consequent post-sleep cognitive abilities. To this extent, only studies directly investigating the effects of VGs on sleep features and post-sleep cognitive abilities have been selected and discussed. Data currently present in literature show the alteration of sleep pattern after exposure to VGs. The analysis indicated a reduction of Total Sleep Time (TST) and an increase of Sleep Onset Latency (SOL), modifications of the REM sleep and Slow Wave Sleep (SWS), and increased sleepiness and self-perceived fatigue. Moreover, post-sleep sustained attention and verbal memory also appear to be impaired. It can be concluded that playing VGs for long periods, particularly in the evening, is a significant, common and probable cause of sleep problems: evening exposure to VGs, in fact, can bring to insufficient and low quality sleep, with possible effects on cognition in the subsequent waking days. Potential methodological flaws and limitations of these studies have also been described and discussed. Because of the very limited number of available study on this topic further research is strongly needed.Entities:
Keywords: Adolescent; Attention; Disorders of Excessive Somnolence; Memory; Sleep; Video Games
Year: 2018 PMID: 30746049 PMCID: PMC6361300 DOI: 10.5935/1984-0063.20180046
Source DB: PubMed Journal: Sleep Sci ISSN: 1984-0063
Figure 1PRISMA flowchart of literature search.
Outcomes and main results of reviewed studies. Peracchia S, Curcio G.
| STUDY | SOL | TST | TIB | REM | nREM | SWS | SSt | SS | ST | SQ | VLF | HR | Temp | VM |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Higuchi et al.[ | + | - | = | - | - | + | + | |||||||
| Dworak et al.[ | + | = | = | - | + | - | ||||||||
| Ivarsson et al.[ | + | + | ||||||||||||
| Weaver et al.[ | + | = | = | = | - | = | ||||||||
| Brunetti et al.[ | - | |||||||||||||
| Van den Bulck[ | - | + | ||||||||||||
| King et al.[ | + | - | - | - | ||||||||||
| Ivarsson et al.[ | - | + | ||||||||||||
| Wolfe et al.[ | ||||||||||||||
| Exelman & Van den Bulck[ | + | + | - | |||||||||||
| Twenge et al.[ | - | |||||||||||||
| Arrona-Palacios[ | - | - | + |
NOTE: (+) increase compared to the control group and/or baseline condition; (-) reduction compared to the control group and/or baseline condition; (=) no changes. SOL: sleep onset latency; TST: total sleep time; TIB: time in bed; REM: rapid eye movement sleep; nREM: non rapid eye movement sleep; SWS: slow wave sleep; SSt: variations in sleep stages; SS: subjective sleepiness; ST: subjective tiredness; SQ: sleep quality; VLF: very low frequency; HR: heart rate; Temp: temperature; VM: verbal memory; VsM: visuospatial memory; WM: working memory; SA: sustained attention; Ins: insomnia; F: fatigue.
limitedly to stages 2 and 4
limitedly to violent videogames
both in weekdays and weekend days
Characteristics of each study included in the systematic review. Peracchia S, Curcio G.
| References (Author, place) | AIMS | SAMPLE SIZE AND CHARACTERISTICS | VG USED | GROUPS CHARACTERISTICS | TIMING OF VG SESSION | TYPE OF SLEEP MEASUREMENTS |
|---|---|---|---|---|---|---|
| Higuchiet al.[ | - To examine the
effects of playing an exciting CG on pre/sleep physiological
variables and sleepvariables. | 6 male students | CC: | Epidemiological studies. CC and EC group are the same | 1:45 hours for each conditions | - EEG |
| Dworaket al.[ | To investigate the effects of singular excessive television and CG consumption on sleep patterns and memory performance of children | 11 male children | VG: | Randomized crossover trial. The participants adhered to their normal daily patterns but were not allowed to watch TV or play VG. | 3 investigation days, session of 60 minutes of play | EEG |
| Ivarssonet al.[ | To study cardiac, sleep-related, and emotional reactions to playing violent (VG) versus no/violent (NVG) VG in adolescents with different gaming habits | 30 male adolescents (age range 13-16 ys)15 "high-exposed", and 15 "low-exposed" | ViolentVG | 15 boys were thus used to play violent computer/VG at least 3 hours daily (''high-exposed''), and the other half used to play 1 hour or less daily (''low-exposed'') | NA | Sleep Diary |
| Weaveret al.[ | - To investigate
the capacity of pre/sleep VG play¬ing to extend sleep latency
and reduce subjective feelings of sleepiness in
adolescents | 13 male adolescents (mean age 16.7 ys) | EC: | Cross-sectional study. CC and EC group | Adolescents began to either play the VG (EC) or watch the film (CC), both for 50 minutes. Two experimental session, 1 week apart | - Sleep Diary |
| Brunettiet al.[ | To examine the associations between screen (VG ,TV) and non screen (talking on the phone, doing homework, reading) sedentary time, and sleep in adolescents. | 1859 children, of grade 5th (age 10.0 ± 0.5
ys ), 6th (11.7 ± 0.4 ys), 7th (12.9 ± 0.4 ys),
9th (15.2 ± 0.5 ys), and 11th (16.8 ± 0.5
ys). | No VG | Cross-sectional survey. Only EC group | No VG | Questionnaires to evaluate: |
| Van Den Bulck.[ | To investigate the relationship between the presence of a TV set, a CG and/or an Internet connection in the room of adolescents and TV viewing, CG playing, and Internet use on the one hand, and time to bed, time up, time spent in bed | 2546 adolescents (54.2% males), | No VG | Prospective, uncontrolled observational study. Only EC group | No VG | Questionnaires to evaluate: |
| Kinget al.[ | To investigate the short term impact of adolescents' prolonged exposure to violent video-gaming on sleep. | 17 male adolescents, (age 16±1 ys) | Warhammer 40.000: Space Marine | Experimental study. Adolescents were required to be "regular" VG players | Subjects were exposed to either 50 (regular) or 150 min (prolonged) of video-gaming directly before bedtime. Two testing nights, 1 week apart | - Sleep Diary |
| Ivarssonet al.[ | To investigate how playing a violent/no/violet television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. | 19 male adolescents (age 13.3± 0.7 ys; range 12–15 ys) | Violent
VG: | Experimental study. Violent and Non violent group | Two experimental sessions in their homes and one session without gaming | Sleep Diary |
| Wolfeet al.[ | To look at the impact of video/gaming on daytime functioning by testing a mediation model using objective measures of video-gaming, sleep and performance in a controlled laboratory environment | 21 adolescents | Bioshock Infinite | Cross-sectional survey. Only EC group | No more than 5 hours | Actigraphic registration |
| Exelman & Van Den Bulck[ | To investigate the association of VG volume with sleep quality in adults via face-to-face interviews using standardized questionnaires | 844 adults | No VG | Cross-sectional survey. Only EC group | No VG | - Pittsburgh Sleep Quality Index (PSQI) |
| Twengeet al.[ | - To determine
whether the self-reported sleep duration of U.S. adolescents
changed between 2009 and 2015 | 369,595 students in 8th, 10th, and 12th graders school grade (13, 15, 17 ys) | No VG | Cross-sectional survey. Only EC group | No VG | Survey on line to evaluate sleep duration |
| Arrona-Palacios[ | To compare the effects of time spent on VG during nighttime before going to sleep on the sleep-wake cycle, daytime sleepiness, and chronotype | 568 students (288 girls) (age 14.08±0.72
ys) | No VG | Cross-sectional survey. Only EC group | No VG | - Sleep timing questionnaire |
NOTE: CG: Computer Game; CC: Control Condition; EC: Experimental Condition; NA: Not Assessed.