Sleep disturbances partly mediate the association between chronotype and depressive symptoms in adult video game players.

IF 1.1 Q4 PSYCHOLOGY, SOCIAL
Current Issues in Personality Psychology Pub Date : 2024-11-14 eCollection Date: 2025-01-01 DOI:10.5114/cipp/193607
Marta Jackowska, Robert Krzyżanowski, Romana Kadzikowska-Wrzosek
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引用次数: 0

Abstract

Background: Playing video games is a popular leisure activity, but if prolonged it can increase the risk of sleep and mood disturbances. Individuals with an evening chronotype show a greater tendency to be engrossed in video games.

Participants and procedure: This study tested whether sleep disturbances would mediate the association between chronotype and depressive symptoms in adult video game players. Participants were 1208 adults (86.7% men, mean age 27.4 ± 8.07 years) who regularly play video games. Chronotype was assessed with the Morningness-Eveningness Questionnaire, the Centre for Epidemiological Studies Depression Scale was used to measure depressive symptoms, and sleep disturbance was evaluated with the Athens Insomnia Scale.

Results: We found that adults who play video games and show an evening chronotype preference spent more time playing than those with a more intermediate or morning preference. An evening chronotype was linked to a higher level of depressive symptoms, and our bootstrap mediation analysis revealed that sleep disturbances partly mediated this association (β = -.15, SE = .02, 95% CI [-.19; -.11]).

Conclusions: Our study suggests that an evening chronotype should be considered when exploring psychological risk factors contributing to the development of problematic gaming. In adults who play video games and display a tendency towards eveningness, higher rates of depressive symptoms may be partly explained by inadequate sleep.

睡眠障碍在一定程度上介导了成人电子游戏玩家的时型和抑郁症状之间的关联。
背景:玩电子游戏是一种流行的休闲活动,但如果长时间玩电子游戏会增加睡眠和情绪紊乱的风险。夜晚型睡眠类型的人更倾向于沉迷于电子游戏。参与者和程序:本研究测试了睡眠障碍是否会调节成人电子游戏玩家的时型和抑郁症状之间的联系。参与者是1208名经常玩电子游戏的成年人(86.7%为男性,平均年龄27.4±8.07岁)。采用“早晚性问卷”评估睡眠类型,采用“流行病学研究中心抑郁量表”测量抑郁症状,采用“雅典失眠症量表”评估睡眠障碍。结果:我们发现,玩电子游戏并表现出晚睡偏好的成年人比那些表现出晚睡偏好或早睡偏好的成年人花更多的时间玩游戏。夜间睡眠类型与较高程度的抑郁症状相关,我们的引导中介分析显示睡眠障碍在一定程度上介导了这种关联(β = - 0.15, SE = 0.02, 95% CI[- 0.19; - 0.11])。结论:我们的研究表明,在探索导致问题游戏产生的心理风险因素时,应该考虑晚上的睡眠类型。在玩电子游戏并表现出夜猫子倾向的成年人中,抑郁症状的高发生率可能部分归因于睡眠不足。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.60
自引率
10.00%
发文量
9
审稿时长
8 weeks
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