电子竞技运动员的睡眠行为和主观睡眠质量:夜间变异性的多层次分析。

IF 5.9 2区 医学 Q1 SPORT SCIENCES
Andrew Kidcaff, Mitchell Nicholson, Tristan J Coulter, Craig McNulty, Remco Polman
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引用次数: 0

摘要

背景:电子竞技训练通常是自我指导的,经常安排在一天的晚些时候,这可能会破坏习惯性的睡眠模式,导致睡眠结果不佳。尽管之前的电子竞技研究已经确定了群体睡眠时间延迟和睡眠持续时间缩短,但对于睡眠行为的夜间波动和稳定的个人特征如何共同影响感知睡眠质量,我们所知甚少。研究个体内部和个体之间的决定因素可能会让我们对电子竞技运动员的睡眠健康有更细致的了解。方法:来自澳大利亚布里斯班的24名电子竞技运动员(男:n = 16,年龄M = 20.13±2.42岁;女:n = 8,年龄M = 25.13±4.02岁,年龄范围18-33岁)于2023年10月至2024年3月完成研究。该方案包括评估睡眠卫生、习惯性睡眠质量、时间类型和白天嗜睡的基线问卷,随后是大约连续七晚的腕带活动记录仪和每日睡眠日记(187个有效夜)。每天早上主观睡眠质量以5分制进行评分。我们使用多层次模型来检查夜间睡眠时间偏差与睡觉/醒来时间之间的人际关系,以及电子竞技游戏玩法相对于就寝时间的时间(无游戏玩法,2小时)。人与人之间的预测因素包括睡眠卫生、习惯性睡眠时间和持续时间以及年龄。结果:参与者平均每晚睡眠时间约为6小时42分钟(±51分钟),主观睡眠质量中等。类内相关系数表明,20%的睡眠质量差异可归因于人与人之间的差异,其余80%反映了人与人之间的差异。在夜间水平上,睡眠时间长于平均水平与较高的睡眠质量相关,而夜间睡眠时间和起床时间并不是显著的预测因素。与没有游戏的夜晚相比,游戏在睡前1-2小时结束的夜晚睡眠质量较差。在人与人之间的水平上,较差的睡眠卫生与较低的睡眠质量有关,而在整个监测期间,较晚的习惯性就寝时间与较高的睡眠质量评级有关。结论:电子竞技运动员的主观睡眠质量受到夜间睡眠时间的变化和稳定的行为特征的影响。这些发现强调了睡眠规律、行为习惯和训练计划在电子竞技中的重要性,并支持使用多层次方法来捕捉基于性能的游戏环境中的动态睡眠过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sleep Behaviour and Subjective Sleep Quality in Esports Athletes: A Multilevel Analysis of Night-to-Night Variability.

Background: Esports training is typically self-directed and frequently scheduled late in the day, which may disrupt habitual sleep-wake patterns and contribute to poor sleep outcomes. Although previous esports research has identified delayed sleep timing and reduced sleep duration at the group level, less is known about how night-to-night fluctuations in sleep behaviour and stable individual characteristics jointly influence perceived sleep quality. Examining both intra-individual and inter-individual determinants may provide a more nuanced understanding of sleep health in esports athletes.

Methods: Twenty-four esports athletes (male: n = 16, age M = 20.13 ± 2.42 years; female: n = 8, age M = 25.13 ± 4.02 years; range 18-33) from Brisbane, Australia, completed the study between October 2023 and March 2024. The protocol comprised baseline questionnaires assessing sleep hygiene, habitual sleep quality, chronotype, and daytime sleepiness, followed by approximately seven consecutive nights of wrist-worn actigraphy and daily sleep diaries (187 valid nights). Subjective sleep quality was rated each morning on a 5-point scale. Multilevel modelling was used to examine within-person associations between nightly deviations in sleep duration and bed/wake times, as well as the timing of esports gameplay relative to bedtime (no gameplay, < 1 h, 1-2 h, > 2 h). Between-person predictors included sleep hygiene, habitual sleep timing and duration, and age.

Results: Participants averaged approximately 6 h 42 min (± 51 min) of sleep per night and reported moderate subjective sleep quality. The intraclass correlation coefficient indicated that 20% of the variance in sleep quality was attributable to between-person differences, with the remaining 80% reflecting within-person variability. At the nightly level, longer-than-average sleep duration was associated with higher perceived sleep quality, whereas nightly bed and wake times were not significant predictors. Nights in which gameplay ended 1-2 h before bedtime were associated with poorer sleep quality compared with nights without gameplay. At the between-person level, poorer sleep hygiene was associated with lower sleep quality, whereas later habitual bedtimes were associated with higher sleep quality ratings across the monitoring period.

Conclusions: Subjective sleep quality in esports athletes is shaped by both nightly variability in sleep duration and stable behavioural characteristics. These findings highlight the importance of sleep regularity, behavioural routines, and training schedules in esports, and support the use of multilevel approaches to capture dynamic sleep processes in performance-based gaming contexts.

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来源期刊
Sports Medicine - Open
Sports Medicine - Open SPORT SCIENCES-
CiteScore
7.00
自引率
4.30%
发文量
142
审稿时长
13 weeks
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