141 Screen-based activities predict delayed sleep timing within and between adolescents. (3rd May 2021)
- Record Type:
- Journal Article
- Title:
- 141 Screen-based activities predict delayed sleep timing within and between adolescents. (3rd May 2021)
- Main Title:
- 141 Screen-based activities predict delayed sleep timing within and between adolescents
- Authors:
- Reichenberger, David
Master, Lindsay
Buxton, Orfeu
Hale, Lauren
Chang, Anne-Marie - Abstract:
- Abstract: Introduction: Daytime and evening screen use have been associated with poor sleep health among adolescents, especially delayed sleep timing. However, most studies only investigate associations between adolescents rather than within the same person across multiple nights. Our multilevel modeling approach allows for assessment of connection between screen use and subsequent sleep timing. Methods: We analyzed approximately five days of data from the Fragile Families and Child Wellbeing Study, a longitudinal birth cohort (n=475 adolescents, 15.4±0.5 years old). Adolescents wore wrist actigraphy devices and completed daily surveys reporting how many hours across the day they engaged in screen-based activities (e.g., communicating with friends, playing video games) and whether they engaged in screen-based activities in the hour before bed. Screen use was separated into within- and between-person variables predicting sleep onset and midpoint that night. Multilevel models with random intercepts for each sleep outcome adjusted for school days, bedtime routines, adolescent demographics, and family socioeconomic status. Results: Within-person results showed that on days when adolescents played video games more than their daily average±SE (79±3 min) sleep onset was delayed (5±2 min, p<0.01) and midpoint was delayed (4±2 min, p<0.03) for each additional hour. Between-person results showed that adolescents who played video games had delayed sleep onset (9±4 min, p<0.02) andAbstract: Introduction: Daytime and evening screen use have been associated with poor sleep health among adolescents, especially delayed sleep timing. However, most studies only investigate associations between adolescents rather than within the same person across multiple nights. Our multilevel modeling approach allows for assessment of connection between screen use and subsequent sleep timing. Methods: We analyzed approximately five days of data from the Fragile Families and Child Wellbeing Study, a longitudinal birth cohort (n=475 adolescents, 15.4±0.5 years old). Adolescents wore wrist actigraphy devices and completed daily surveys reporting how many hours across the day they engaged in screen-based activities (e.g., communicating with friends, playing video games) and whether they engaged in screen-based activities in the hour before bed. Screen use was separated into within- and between-person variables predicting sleep onset and midpoint that night. Multilevel models with random intercepts for each sleep outcome adjusted for school days, bedtime routines, adolescent demographics, and family socioeconomic status. Results: Within-person results showed that on days when adolescents played video games more than their daily average±SE (79±3 min) sleep onset was delayed (5±2 min, p<0.01) and midpoint was delayed (4±2 min, p<0.03) for each additional hour. Between-person results showed that adolescents who played video games had delayed sleep onset (9±4 min, p<0.02) and midpoint (7±3 min, p<0.04) for each hour spent playing across the day. Adolescents who spent time using screens to communicate with friends had delayed sleep onset (11±3 min, p<0.01) and midpoint (9±3 min, p<0.01) for each hour across the day. Adolescents who were more likely to use screens to communicate with friends or play video games before bed had delayed sleep onset (29±13 min, p<0.03) and midpoint (24±12 min, p<0.05). Other screen-based activities such as watching videos were not associated with sleep timing. Conclusion: Daytime and evening screen-based activities may not uniformly delay sleep. Adolescents who engage in social or interactive screen-based activities may delay sleep timing more than day-to-day variation alone. Future research should evaluate how attributes of screen-based socializing and interactivity affect sleep health. Support (if any): R01HD073352 (to LH), R01HD36916, R01HD39135, R01HD40421 … (more)
- Is Part Of:
- Sleep. Volume 44(2021)Supplement 2
- Journal:
- Sleep
- Issue:
- Volume 44(2021)Supplement 2
- Issue Display:
- Volume 44, Issue 2 (2021)
- Year:
- 2021
- Volume:
- 44
- Issue:
- 2
- Issue Sort Value:
- 2021-0044-0002-0000
- Page Start:
- A58
- Page End:
- A58
- Publication Date:
- 2021-05-03
- Subjects:
- Sleep -- Physiological aspects -- Periodicals
Sleep disorders -- Periodicals
Sommeil -- Aspect physiologique -- Périodiques
Sommeil, Troubles du -- Périodiques
Sleep disorders
Sleep -- Physiological aspects
Sleep -- physiological aspects
Sleep Wake Disorders
Psychophysiology
Electronic journals
Periodicals
616.8498 - Journal URLs:
- http://bibpurl.oclc.org/web/21399 ↗
http://www.journalsleep.org/ ↗
https://academic.oup.com/sleep ↗
http://www.oxfordjournals.org/ ↗
http://www.pubmedcentral.nih.gov/tocrender.fcgi?journal=369&action=archive ↗ - DOI:
- 10.1093/sleep/zsab072.140 ↗
- Languages:
- English
- ISSNs:
- 0161-8105
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 17101.xml