| Literature DB >> 35095395 |
Chadley Kemp1, Paula R Pienaar1,2, Dominique T Rosslee1, Gosia Lipinska3, Laura C Roden1,4, Dale E Rae1.
Abstract
Video gaming is a popular, globally recognized phenomenon, played recreationally or competitively as esports. Gaming is a typically sedentary nighttime activity; therefore, the potential to impact sleep and health is high. Furthermore, there are limited studies on adult gamers, who represent the majority demographic in esports. This review examines evidence describing sleep in habitual adult gamers to understand the associated risk for cardiometabolic disease or the benefits to gaming performance. Three electronic databases (PubMed, Scopus, ISI Web of Science) were searched for peer-reviewed articles published between January 2000 - April 2020. Twelve studies reporting on sleep in habitual adult gamers were included. A narrative synthesis was employed to report results, owing to high levels of heterogeneity across the included studies. Gamers with higher gaming addiction scores were more likely to have shorter, poorer quality sleep and greater daytime sleepiness and insomnia scores than gamers with lower gaming addiction scores and non-gamers. In addition, high-volume gamers were more likely to have worsened sleep quantity and quality, with delayed sleep timing and increased prevalence of insomnia. Despite limitations in the design of the included studies, excessive gaming is broadly associated with worsened sleep parameters. Noteworthy is the lack of studies investigating cardiometabolic health in gamers. Future work should explore the relative contribution and associated risk that various games, genres, and timing of gaming activities have on sleep, physical and mental health, particularly in vulnerable gaming cohorts engaged with contemporary forms of gaming and esports.Entities:
Keywords: cybergames; electronic sports; insomnia; sleep patterns; sleep quality; video games
Year: 2021 PMID: 35095395 PMCID: PMC8797142 DOI: 10.3389/fnins.2021.781351
Source DB: PubMed Journal: Front Neurosci ISSN: 1662-453X Impact factor: 4.677
Systematic search strategy used in electronic databases.
| Database | Search query |
| PubMed | esport*[tiab] OR e-sport*[tiab] OR “electronic sport*”[tiab] OR “computer gam*”[tiab] OR “video gam*”[tiab] OR “internet gam*”[tiab] OR gamer*[tiab] OR gaming[tiab] OR cybergam*[tiab] OR “cyber gam*”[tiab] AND sleep*[tiab] OR insomnia[tiab] OR sleep*[MeSH] OR insomnia[MeSH] |
| Scopus | TITLE-ABS-KEY (esport* OR e-sport* OR “electronic sport*” OR “computer gam*” OR “video gam*” OR “internet gam*” OR gamer* OR gaming OR cybergam* OR “cyber gam*”) AND TITLE-ABS-KEY (sleep* OR insomnia) AND PUBYEAR > 1999 AND PUBYEAR < 2021 AND (LIMIT-TO (SRCTYPE, “j”)) AND (LIMIT-TO (DOCTYPE, “ar”)) AND (LIMIT-TO (LANGUAGE, “English”)) |
| ISI Web of Science | TS = (esport* OR e-sport* OR “electronic sport*” OR “computer gam*” OR “video gam*” OR “internet gam*” OR gamer* OR gaming OR cybergam* OR “cyber gam*”) AND TS = (sleep* OR insomnia) |
FIGURE 1PRISMA diagram of study selection process. * No experimental group of habitual gamers (n = 19); no valid parameters of sleep or insomnia (n = 10); non-adult cohort (n = 4); unable to retrieve full text for appraisal (n = 1); article was retracted by the publishing journal (n = 1).
Demographic characteristics of the included studies.
| Citation | Country | Study design | Population or subgroup | Age (years) | Sample size | %Male | Gaming platform | Gaming exposure | Gaming frequency |
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| France | DOS | Addicted (DAS +) and non-addicted (DAS-) MMORPG gamers | All: 26.6 ± 7.1 | All: 448 | All: 82.7 | PC | All: nr | All: 30.3 ± 18.7 h/wk |
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| Turkey | DOS% | University students | 22.76 ± 2.21 | 892 | 29.5 | PC, console, handheld console, mobile, tablet | Not playing to ≥5 y | Daily mean: 0.8 ± 1.0 h/day |
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| France | DOS% | Online game players with high (HSQ) and low (LSQ) sleep quality profiles | All: 24.40 ± 6.98 | All: 217 | All: 80.6 | nr | nr | All: 18.14 ± 17.90 h/wk |
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| Turkey | DOS% | University students with (present) and without (absent) probable insomnia | All: nr | All: 1010 | All: nr | nr | nr | nr |
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| Belgium | DOS | Adults in Flanders, Belgium | 46.0 ± 17.76 | 844 | 43.8 | PC, console, internet or social media games | nr | All: 22.8 min/day |
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| Australia | DOS% | Subgroup of heavy adult game players | 20.1 ± 3.9 | 45 | 98.0 | PC, console | nr | (i) >30.0 h/wk |
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| Taiwan | DOS | Subgroups of university students who are regular gamers (RG) and IGD gamers (IGD) | RG: 24.59 ± 3.41 | All: 138 | All: 78.3 | nr | > 2 y | RG:44.9% play >25 h/wk |
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| United Kingdom | DOS | University students who are frequent (i.e., playing >7 h/wk) and infrequent (i.e., playing ≤7 h/wk) gamers | All: 21.0 (20.0 – 22.0) | All: 45 | 100 | PC, console and exercise games | > 1 y | Frequent: >7 h/wk |
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| Germany | DOS% | Online gamers and esports players (including professional, former-professional, amateur, regular, and occasional players) | 22.9 ± 5.9 | 1066 | 91.9 | PC, console | nr | 24.4 ± 15.9 h/wk |
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| United States | RCT | Team of elite LoL esports players | 20.8 ± 2.0 | 9 | 100 | PC | nr | 10.3 ± 2.1 h/day (LoL only) |
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| Sweden | PCS% | A subgroup of male and female “high gamers” from a Swedish adult population registry who play games more than 2 h per day | Males: 21.9 ± 1.4 | Males: 319–325 | ∼76.8 | PC, mobile, tablet% | nr | Males: >2 h/day |
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| China | DOS% | University students | 20.89 ± 1.48 | 300 | 40.67 | nr | nr | 1.12 ± 1.53 h/day |
Data are presented as mean ± standard deviation or median (interquartile range) unless otherwise indicated. DOS, Descriptive Observational Study; RCT, Randomized Crossover Trial; PCS, Prospective Cohort Study; MMORPG, Massive Multiplayer Online Role-Playing Game; PC, Personal Computer; IGD, Internet Gaming Disorder; GD, Gaming Disorder; LoL, League of Legends; nr, data not reported.
Sleep characteristics reported by the included studies.
| Citation | Self-reported | PSQI (total score) | Other sleep parameters | ||
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| All: 7.1 ± 1.3 | nr |
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| OR 0.78, | All: 19.1 | All: 36.8 | All: 22.7 | ||
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| All: 7.5 ± 0.9 | All: 8.5 ± 2.7 |
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| Not playing | Not playing |
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| <2 h/day | <2 h/day | All: 3.0 ± 3.9 | All: 23.7 ± 1.8 | All: 7.4 ± 1.0 | |
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| nr | All: 6.24 ± 3.12 |
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| LSQ: 6.07 + 3.32 |
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| All: 44.70 | All: 55.30 | ||||
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| nr | nr |
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| Absent: < 14 | |||||
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| nr | 4.56 ± 2.66 |
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| 23:25 ± 1:05 | 07:30 ± 1:25 | ||||
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| nr | nr |
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| 30.2 ± 7.1 | |||||
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| nr | nr | |||
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| RG: 60.9%, 36.2%, 2.9 | RG: 62.3%, 33.3%, 4.3 | RG: 4.3 | |||
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| nr | All: 6.0 (4.0 – 8.0) | |||
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| 7.1 ± 1.3 | nr |
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| “Quite good” ( | |||||
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| 8.1 ± 1.2 | nr | |||
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| Males: 7.7 ± 1.1 | nr | |||
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| nr | 6.63 ± 2.14 | |||
Data are presented as mean ± standard deviation or median (interquartile range) unless otherwise indicated. BMI, body mass index; PSQI, Pittsburgh Sleep Quality Index; ESS, Epworth Sleepiness Scale; SHI, Sleep Hygiene Index; ISI, Insomnia Severity Index; nr, data not reported.