| Literature DB >> 31523310 |
Ian C Dunican1, Charles C Higgin2, Kevin Murray3, Maddison J Jones4, Brian Dawson4, John A Caldwell5, Shona L Halson6, Peter R Eastwood1.
Abstract
Sleep is a vital component of preparation, performance and recovery for a Super Rugby game. The purpose of this study was to quantify sleep behaviours and alertness of professional rugby union players during training and a game. Thirty-six rugby union players from a Super Rugby team wore a wrist-activity device (Readiband™) to measure sleep for 3 days before, 3 days after and on the night of an evening game. Players were separated into those selected to play the game (n = 23) and those who were not (n = 13). Alertness was assessed for all training and game times using bio-mathematical modelling. Alertness measures ≤90% were considered to reflect impaired reaction time. Those selected to play in the game progressively increased sleep duration over the nights prior to the game (by 92 min p ≤ 0.05) by delaying wake time. Players went to bed later after the game (02:20 ± 114 min vs 22:57 ± 60 min; p ≤ 0.001) which resulted in decreased sleep duration on game night compared to pre-game nights (296 ± 179 min vs 459 ± 78 min; p ≤ 0.05). Four players did not achieve any sleep on game night. Sleep duration appeared to be truncated by early morning training sessions (before 08:00) on the second and third mornings after the game. Alertness was >90% for all training and game times for all players. In conclusion, in the days leading into a Super Rugby game, players delay morning time at wake and consequently increase sleep duration with post-game sleep reduced in some.Entities:
Keywords: actigraphy; alertness; athletes; recovery
Year: 2019 PMID: 31523310 PMCID: PMC6714368 DOI: 10.2478/hukin-2018-0088
Source DB: PubMed Journal: J Hum Kinet ISSN: 1640-5544 Impact factor: 2.193
Figure 1Example of SAFTE graphical output of alertness Notes: The measure of alertness is graphically depicted as a continuous oscillating line, running left to right. The measure of alertness is determined by the time of day, circadian oscillation, hours of wakefulness and the amount of sleep obtained in the past 24, 48 and 72 hours. The oscillating line is presented in different colours to represent specific periods of time: the blue line represents periods of sleep (e.g. Point 1, Figure 1); the thin black line represents periods of wake ( e.g. Point 2, Figure 1); and the thick black line represents periods of training or competition/game (e.g. Point 3 on Figure 1). The magnitude of alertness (y-axis, 0-100%) is depicted as a function of time (x-axis, six-hour epochs). The x-axis also contains light grey bars representing periods of natural darkness (night); white bars representing periods of natural light (day); blue bars representing periods of sleep; and black bars representing periods of training or competition/game. Two dips in alertness are apparent over each 24-hr period, each being related to the cyclic nature of the circadian oscillator. The first dip occurs during daylight hours (13:00-16:00) ( e.g. Point 4, Figure 1) and the second dip occurs in the early hours of the morning (03:00-06:00) ( e.g. Point 5, Figure 1). Note the rapid and marked decrease in alertness in the evening (i.e. after 16 hours of wakefulness) and its rapid recovery with sleep. Ideally, individuals and teams should be training and competing when alertness is maximal.
Descriptive characteristics (mean ± SD or counts) of Game vs Non-Game Group
| Game (n = 20) | Non‐ (Game n = 13) | |
|---|---|---|
| Age (years) | 26 ± 3 | 25 ± 3 |
| Body Mass (kg) | 102 ± 12 | 102 ± 10 |
| Height (cm) | 185 ± 7 | 185 ± 8 |
| Body Mass Index (BMI) | 30 ± 3 | 30 ± 2 |
| Neck size (cm) | 41 ± 6 | 45 ± 2 |
| Sleep you feel you need each night (min) | 433 ± 52 | 431 ± 56 |
| Sleep you get each night (min) | 426 ± 60 | 420 ± 58 |
| Sleep you feel you need after training or competition (mins) | 465 ± 92 | 474 ± 72 |
| 348 ± | ||
| Sleep you get after training or competition (mins) | 370 ± 122 | |
| Number of days disrupted sleep per week (count) | 2 ± 2* | 4 ± 1 |
| Number of times sleep is disrupted each night (count) | 2 ± 1 | 1 ± 1 |
| Not important at all | - | - |
| Somewhat important | 1 | 1 |
| Important | 6 | 5 |
| Extremely important | 9 | 7 |
| Excellent | 4 | 3 |
| Very Good | 10 | 5 |
| Good | 2 | 2 |
| Married | 2 | 2 |
| Single | 9 | 3 |
| Living with a partner | 5 | 3 |
| Number of players with children under 18 (living at home) | 4 | 4 |
Anthropometric data and sleep-related responses from the survey instrument. Data are presented as means and standard deviations (SD). * p < 0.05 for Game-Group v Non-Game Group.