{"database":"biostudies-literature","file_versions":[],"scores":null,"additional":{"submitter":["Reichenberger DA"],"funding":["Eunice Kennedy Shriver National Institute of Child Health and Human Development","NICHD NIH HHS","NASA Pennsylvania Space Grant Consortium","NIA NIH HHS","NIDA NIH HHS","National Aeronautics and Space Administration","National Institutes of Health","National Institute on Drug Abuse"],"pagination":["774-781"],"full_dataset_link":["https://www.ebi.ac.uk/biostudies/studies/S-EPMC10960697"],"repository":["biostudies-literature"],"omics_type":["Unknown"],"volume":["74(4)"],"pubmed_abstract":["<h4>Purpose</h4>To determine the micro-longitudinal effects of duration and timing of screen-based activities on sleep within and between adolescents.<h4>Methods</h4>Daily survey and actigraphy data from the age 15 wave of the Future of Families and Child Wellbeing Study were analyzed using multilevel modeling. Four hundred seventy five adolescents provided three or more days of valid daily survey and nighttime sleep data.<h4>Results</h4>Within-person results showed that on days when adolescents played video games more than their daytime average ± SE (1.3 ± 1.2 hours), sleep onset (6 ± 2 minutes, p < .01) and midpoint (4 ± 2 minutes, p < .02) were delayed for each additional hour of gaming. Between-person results showed that for each hour adolescents used screens to communicate with friends across the day, sleep onset was later (11 ± 3 minutes, p < .01), sleep midpoint was later (8 ± 3 minutes, p < .01), and sleep duration was shorter (-5 ± 2 minutes, p < .03). Adolescents who used screens to communicate with friends or play video games in the hour before bed had later sleep onset (30 ± 14 minutes, p < .03) and midpoint (25 ± 13 minutes, p < .05).<h4>Discussion</h4>Among adolescents, passive screen usage such as browsing the Internet or watching videos may not affect sleep timing or duration, but limiting interactive screen-based activities could protect adolescent sleep health and well-being."],"journal":["The Journal of adolescent health : official publication of the Society for Adolescent Medicine"],"pubmed_title":["Interactive Screen-Based Activities Predict Worse Actigraphic Sleep Health That Night Among Adolescents."],"pmcid":["PMC10960697"],"funding_grant_id":["R01HD073352","R01 HD073352","R01 HD039135","R01 HD036916","R01HD39135","R44 AG056250","T32 DA017629","80NSSC20M0097","R01HD36916","R01HD40421","R01 HD040421","R43 AG056250"],"pubmed_authors":["Reichenberger DA","Mathew GM","Master L","Hale L","Buxton OM","Chang AM","Snyder CK"],"additional_accession":[]},"is_claimable":false,"name":"Interactive Screen-Based Activities Predict Worse Actigraphic Sleep Health That Night Among Adolescents.","description":"<h4>Purpose</h4>To determine the micro-longitudinal effects of duration and timing of screen-based activities on sleep within and between adolescents.<h4>Methods</h4>Daily survey and actigraphy data from the age 15 wave of the Future of Families and Child Wellbeing Study were analyzed using multilevel modeling. Four hundred seventy five adolescents provided three or more days of valid daily survey and nighttime sleep data.<h4>Results</h4>Within-person results showed that on days when adolescents played video games more than their daytime average ± SE (1.3 ± 1.2 hours), sleep onset (6 ± 2 minutes, p < .01) and midpoint (4 ± 2 minutes, p < .02) were delayed for each additional hour of gaming. Between-person results showed that for each hour adolescents used screens to communicate with friends across the day, sleep onset was later (11 ± 3 minutes, p < .01), sleep midpoint was later (8 ± 3 minutes, p < .01), and sleep duration was shorter (-5 ± 2 minutes, p < .03). Adolescents who used screens to communicate with friends or play video games in the hour before bed had later sleep onset (30 ± 14 minutes, p < .03) and midpoint (25 ± 13 minutes, p < .05).<h4>Discussion</h4>Among adolescents, passive screen usage such as browsing the Internet or watching videos may not affect sleep timing or duration, but limiting interactive screen-based activities could protect adolescent sleep health and well-being.","dates":{"release":"2024-01-01T00:00:00Z","publication":"2024 Apr","modification":"2025-06-25T03:04:28.507Z","creation":"2025-06-25T03:04:28.507Z"},"accession":"S-EPMC10960697","cross_references":{"pubmed":["38099901"],"doi":["10.1016/j.jadohealth.2023.10.027"]}}