Table 2.
References (Author, place) | AIMS | SAMPLE SIZE AND CHARACTERISTICS | VG USED | GROUPS CHARACTERISTICS | TIMING OF VG SESSION | TYPE OF SLEEP MEASUREMENTS |
---|---|---|---|---|---|---|
Higuchiet al.57 | - To examine the
effects of playing an exciting CG on pre/sleep physiological
variables and sleepvariables. - To examine the exposure to a light by gazing at a bright display affects pre/sleep physiological variables and nocturnal sleep variables |
6 male students (age 24.7 ± 5.6 ys) |
CC: performed simple tasks with low mental load EC: Shooting game |
Epidemiological studies. CC and EC group are the same | 1:45 hours for each conditions | - EEG - Visual Analog Scale (VAS) |
Dworaket al.51 | To investigate the effects of singular excessive television and CG consumption on sleep patterns and memory performance of children | 11 male children (age 13.45 ± 1.04 ys) |
VG: - Need for Speed Most Wanted3 films: - Harry Potter and the Prisoner of Azkaban; - Star Trek; - Loves Music Loves to Dance |
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.69 | 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 :-Manhunt NonviolentVG: - Animaniacs |
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.46 | - To investigate
the capacity of pre/sleep VG play¬ing to extend sleep latency
and reduce subjective feelings of sleepiness in
adolescents - To investigate arousing psychophysiologic mechanisms involved and the impact of pre/sleep VG playing on sleep architecture |
13 male adolescents (mean age 16.7 ys) | EC: - Call of Duty 4: Modern Warfare; - Infinity Ward CC: film: - March of the Penguins |
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 - Stanford Sleepiness Scale - EEG - EOG |
Brunettiet al.53 | 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). More than half (57%) of participants were female. |
No VG | Cross-sectional survey. Only EC group | No VG | Questionnaires to evaluate: - Sleep duration, - Time spent daily in each of 6 sedentary behaviors screen activities (watching TV, using a computer, playing VG) and non screen activities (talking on the phone, doing homework, reading) - Daytime sleepiness |
Van Den Bulck.49 | 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), at first-year (mean age 13.16 ys) and fourth year (mean age 16.37 ys) |
No VG | Prospective, uncontrolled observational study. Only EC group | No VG | Questionnaires to evaluate: - Sleep duration - Daytime sleepiness |
Kinget al.52 | 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 - EEG |
Ivarssonet al.48 | 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: Manhunt Nonviolent VG: - Animaniacs |
Experimental study. Violent and Non violent group | Two experimental sessions in their homes and one session without gaming | Sleep Diary |
Wolfeet al.47 | 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 (16 males) (age 17.6±1.8 ys; range 15-20 ys) |
Bioshock Infinite | Cross-sectional survey. Only EC group | No more than 5 hours | Actigraphic registration |
Exelman & Van Den Bulck50 | To investigate the association of VG volume with sleep quality in adults via face-to-face interviews using standardized questionnaires | 844 adults (56.2% women(age 46.0±17.76 ys) |
No VG | Cross-sectional survey. Only EC group | No VG | - Pittsburgh Sleep Quality Index (PSQI) - Fatigue Assessment Scale (FAS) - Bergen Insomnia Scale (BIS) - Bedtime and rise time |
Twengeet al.54 | - To determine
whether the self-reported sleep duration of U.S. adolescents
changed between 2009 and 2015 - To examine whether new media screen time might be responsible for changes in sleep |
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-Palacios56 | 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) 287 from morning shift; 281 from afternoon shift |
No VG | Cross-sectional survey. Only EC group | No VG | - Sleep timing questionnaire - Morningness - Eveningness Questionnaire (MEQ) - Epworth Sleepiness Scale |
NOTE: CG: Computer Game; CC: Control Condition; EC: Experimental Condition; NA: Not Assessed.