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1.
Acta Paediatr ; 104(5): e222-7, 2015 May.
Artigo em Inglês | MEDLINE | ID: mdl-25603718

RESUMO

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.


Assuntos
Psicologia do Adolescente , Assunção de Riscos , Sono , Jogos de Vídeo/psicologia , Adolescente , Feminino , Humanos , Masculino , Estudos Prospectivos , Adulto Jovem
2.
J Adolesc ; 37(7): 1003-9, 2014 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-25118041

RESUMO

The present study investigated adolescent video-game use prior to bedtime and subsequent sleep, working memory and sustained attention performance. Participants were 21 healthy, good-sleeping adolescents (16 male) aged between 15 and 20 years (M = 17.6 years, SD = 1.8). Time spent video-gaming and subsequent sleep was measured across one night in the sleep laboratory. There were significant correlations between time spent video-gaming and sleep and between video-gaming and sustained attention, but not working memory. Sleep duration, in turn, had a significant negative association with sustained attention performance. Mediation analyses revealed that the relationship between video-gaming and sustained attention was fully mediated by sleep duration. These results indicate that video-gaming affected the ability to sustain attention only in as much as it affected sleep. In order to minimise negative consequences of video-game playing, video-games should be used in moderation, avoiding use close to the sleep period, to obviate detriments to sleep and performance.


Assuntos
Atenção , Privação do Sono/etiologia , Jogos de Vídeo/efeitos adversos , Actigrafia , Adolescente , Feminino , Humanos , Masculino , Memória de Curto Prazo , Sono , Privação do Sono/psicologia , Jogos de Vídeo/psicologia , Adulto Jovem
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