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Article: Between- and within-person associations of mobile gaming time and total screen time with sleep problems in young adults: Daily assessment study

TitleBetween- and within-person associations of mobile gaming time and total screen time with sleep problems in young adults: Daily assessment study
Authors
KeywordsDaily assessment study
Insomnia
Mobile gaming
Screen time
Sleep
Issue Date2022
Citation
Addictive Behaviors, 2022, v. 134, article no. 107408 How to Cite?
AbstractObjectives: To explore associations of screen time (total, mobile gaming) with sleep problems in Chinese young adults. Methods: This was a 4-week daily morning (completion rate = 82.1%, 909/1107) and evening (completion rate = 92.4%, 1061/1148) assessment study in 41 university students (22 female, mean age = 22.3 [SD 4.2] years). Short sleep duration < 7 h, difficulty initiating sleep, difficulty maintaining sleep, early morning awakening, and any of these three insomnia symptoms were self-reported in the morning. Mobile gaming time was self-reported in the evening, whilst total screen time was objectively tracked. Bayesian multilevel mixed-effects modeling disaggregated between- and within-person associations. Results: Between person, longer mobile gaming time predicted short sleep duration (adjusted odds ratio [AOR] = 1.90, 95% CI 1.39, 2.69), any insomnia symptoms (AOR = 1.59, 95% CI 1.20, 2.11), difficulty initiating sleep (AOR = 3.05, 95% CI 1.51, 6.24), and difficulty maintaining sleep (AOR = 2.19, 95% CI 1.18, 3.74). Short sleep duration (adjusted b = 0.99, 95% CI 0.05, 1.95), any insomnia symptoms (adjusted b = 1.19, 95% CI 0.24, 1.94), and difficulty initiating sleep (adjusted b = 1.72, 95% CI 0.11, 3.19) reversely increased mobile gaming time. Within person, any insomnia symptoms (adjusted b = 0.17, 95% CI 0.04, 0.31) and early morning awakening (adjusted b = 0.28, 95% CI 0.08, 0.48) increased next-day mobile gaming time. Total screen time was not associated with sleep problems both between and within person. Conclusions: Bidirectional between-person associations of mobile gaming time with short sleep duration and insomnia symptoms informed multiple-health-behavior-change interventions. Unidirectional within-person associations of insomnia symptoms with next-day mobile gaming time informed just-in-time adaptive interventions addressing daily variations in insomnia symptoms.
Persistent Identifierhttp://hdl.handle.net/10722/314308
ISSN
2023 Impact Factor: 3.7
2023 SCImago Journal Rankings: 1.561
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorLai, YKA-
dc.contributor.authorFong, DYT-
dc.contributor.authorWang, MP-
dc.contributor.authorGuo, N-
dc.contributor.authorLuk, TT-
dc.contributor.authorWu, Y-
dc.contributor.authorLi, Y-
dc.contributor.authorCheung, DYT-
dc.contributor.authorWong, JYH-
dc.date.accessioned2022-07-18T06:15:38Z-
dc.date.available2022-07-18T06:15:38Z-
dc.date.issued2022-
dc.identifier.citationAddictive Behaviors, 2022, v. 134, article no. 107408-
dc.identifier.issn0306-4603-
dc.identifier.urihttp://hdl.handle.net/10722/314308-
dc.description.abstractObjectives: To explore associations of screen time (total, mobile gaming) with sleep problems in Chinese young adults. Methods: This was a 4-week daily morning (completion rate = 82.1%, 909/1107) and evening (completion rate = 92.4%, 1061/1148) assessment study in 41 university students (22 female, mean age = 22.3 [SD 4.2] years). Short sleep duration < 7 h, difficulty initiating sleep, difficulty maintaining sleep, early morning awakening, and any of these three insomnia symptoms were self-reported in the morning. Mobile gaming time was self-reported in the evening, whilst total screen time was objectively tracked. Bayesian multilevel mixed-effects modeling disaggregated between- and within-person associations. Results: Between person, longer mobile gaming time predicted short sleep duration (adjusted odds ratio [AOR] = 1.90, 95% CI 1.39, 2.69), any insomnia symptoms (AOR = 1.59, 95% CI 1.20, 2.11), difficulty initiating sleep (AOR = 3.05, 95% CI 1.51, 6.24), and difficulty maintaining sleep (AOR = 2.19, 95% CI 1.18, 3.74). Short sleep duration (adjusted b = 0.99, 95% CI 0.05, 1.95), any insomnia symptoms (adjusted b = 1.19, 95% CI 0.24, 1.94), and difficulty initiating sleep (adjusted b = 1.72, 95% CI 0.11, 3.19) reversely increased mobile gaming time. Within person, any insomnia symptoms (adjusted b = 0.17, 95% CI 0.04, 0.31) and early morning awakening (adjusted b = 0.28, 95% CI 0.08, 0.48) increased next-day mobile gaming time. Total screen time was not associated with sleep problems both between and within person. Conclusions: Bidirectional between-person associations of mobile gaming time with short sleep duration and insomnia symptoms informed multiple-health-behavior-change interventions. Unidirectional within-person associations of insomnia symptoms with next-day mobile gaming time informed just-in-time adaptive interventions addressing daily variations in insomnia symptoms.-
dc.languageeng-
dc.relation.ispartofAddictive Behaviors-
dc.subjectDaily assessment study-
dc.subjectInsomnia-
dc.subjectMobile gaming-
dc.subjectScreen time-
dc.subjectSleep-
dc.titleBetween- and within-person associations of mobile gaming time and total screen time with sleep problems in young adults: Daily assessment study-
dc.typeArticle-
dc.identifier.emailLai, YKA: agneslai@hku.hk-
dc.identifier.emailFong, DYT: dytfong@hku.hk-
dc.identifier.emailWang, MP: mpwang@hku.hk-
dc.identifier.authorityLai, YKA=rp02579-
dc.identifier.authorityFong, DYT=rp00253-
dc.identifier.authorityWang, MP=rp01863-
dc.identifier.doi10.1016/j.addbeh.2022.107408-
dc.identifier.doi10.1016/j.addbeh.2022.107408-
dc.identifier.pmid35717890-
dc.identifier.scopuseid_2-s2.0-85132215298-
dc.identifier.hkuros334319-
dc.identifier.volume134-
dc.identifier.spagearticle no. 107408-
dc.identifier.epagearticle no. 107408-
dc.identifier.isiWOS:000816860100006-

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