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Sleep Medicine
journal homepage: www.elsevier.com/locate/sleep
Review Article
Electronic media use and sleep in school-aged children and adolescents: A review
Neralie Cain, Michael Gradisar *
School of Psychology, Flinders University, Adelaide, SA, Australia
a r t i c l e
i n f o
Article history:
Received 3 December 2009
Received in revised form 15 February 2010
Accepted 19 February 2010
Available online 29 July 2010
Keywords:
Child
Adolescent
Sleep
Media
Technology
Television
Computer
a b s t r a c t
Electronic media have often been considered to have a negative impact on the sleep of children and adolescents, but there are no comprehensive reviews of research in this area. The present study identied 36
papers that have investigated the relationship between sleep and electronic media in school-aged children and adolescents, including television viewing, use of computers, electronic gaming, and/or the internet, mobile telephones, and music. Many variables have been investigated across these studies, although
delayed bedtime and shorter total sleep time have been found to be most consistently related to media
use. A model of the mechanisms by which media use may affect sleep is presented and discussed as a
vehicle for future research.
2010 Elsevier B.V. All rights reserved.
ages or pubertal stages [8]. This suggests that environmental factors (such as decreased parental monitoring) and psychosocial factors (such as increased use of electronic media) have a
considerable inuence on the amount of sleep obtained by adolescents [8]. Nevertheless, despite popular press [811] and the common practice for clinicians to emphasise the negative impact of
electronic media on sleep, there have been no comprehensive reviews of empirical research in this area.1 The current papers aims
are to (1) describe the evolution of technology and how this may
be impacting child and adolescent sleep, (2) review relevant research
to date, and (3) provide future directions for both research and clinical practice.
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Socio-Economic Status?
Increased
Daytime
Media Use
Electronic
Media Device
in Bedroom
Age?
Possible Mechanism???
Increased PreBedtime
Media Use
Parental Control?
Fig. 1. A graphical representation of the potential impact of electronic media on sleep.
Sleep
Problems
Impaired
Daytime
Functioning
737
vision had a negative effect on their childs sleep [18]. These gures
are important, considering that much of the research reviewed in
this paper relies on parent-report data (see Section 7 for further
discussion of this issue).
In terms of television viewing in the evening or at bedtime, it
has been reported that as many as 82% of American adolescents
watch television after 9 pm and 34% watch DVDs or videos [20].
Watching television in the evenings has been associated with signicantly shorter total sleep time on both weekends and weekdays
[33,34] and with a generally higher frequency of sleep problems
compared with children not watching television after 9 pm [30].
Similarly, children and adolescents who often or occasionally
watch television in the evening have signicantly later bedtimes
and wake-up times on weekdays and/or weekend days [17,34].
Television viewing at bedtime has also been found to be signicantly correlated with sleepwake transition disorders, disorders
of excessive somnolence, and overall sleep problem severity in
children aged 56 years [31]. A discrepancy of more than 1 h between weekday and weekend bedtimes has also been associated
with watching television before bedtime [17]. Subjective reports
from adolescents are also consistent with these ndings [35].
The results presented in Table 1 reveal that many different variables have been investigated in relation to television viewing and
sleep among school-aged children. As yet, however, there is little
consensus regarding which aspects of sleep may be related to television viewing. The most consistent results to date seem to be decreased total sleep time, prolonged sleep onset latency, and
delayed bedtime. More research is clearly needed to determine
whether or not other aspects of sleep are also related to television
viewing.
It is important to note that all of the abovementioned studies
are correlational and that empirical evidence in this area is rare.
In a small experimental study, 11 boys (aged 1214 years) were
exposed to 1 h of a subjectively exciting movie, approximately 2
3 h prior to bedtime [36]. Their sleep was then monitored using
both subjective and objective measures (i.e., sleep diary and polysomnography, respectively). Compared to a control evening when
they did not watch television or play video games at all, participants had signicantly lower sleep efciency (i.e., percentage
of time in bed that the individual was actually asleep) on the
Table 1
Relationship between television viewing and sleep variables.
Authors
Age (years)
516
1116
510
410
1718
917
69
610
1115
1619
1317
1217
1215
613
1415
1213
56
511
511
1219
612
TIB
TST
SOL
WASO
GTB
WUT
DS/T
BR
SA
Parasomnias
SWT
DES
X
U
X
U
U
U
U
U
U
X
U
U
U
U
U
U
U
U
U
U
U
U
U
U
U
U
U
U
U
U
X
U
X
U
U
U
U
U
U
U
Note: U = examined in study (signicant relationship between variables); X = examined in study (non-signicant); TIB = shorter time in bed; TST = shorter total sleep time;
SOL = longer sleep onset latency; WASO = more night waking; GTB = delayed bedtime; WUT = delayed wake-up time; DS/T = daytime sleepiness or tiredness; BR = bedtime
resistance; SA = sleep anxiety; SDB = sleep-disordered breathing; SWT = sleepwake transition disorders; DES = disorders of excessive somnolence.
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any sleep disorders (e.g., bedtime resistance, sleep anxiety, parasomnias) [14] and, in contrast to another study [19], found no signicant relationship with wake-up times on weekdays or weekend
days nor with weekday bedtimes or daytime sleepiness.
When considering the use of computers or electronic games in
the evening or at night it has been reported that 55% of American
adolescents access the internet and 24% play computer games after
9 pm [20]. Playing video games or using a computer before bed has
been associated with later bedtimes [17,37], shorter total sleep
duration [17,33,37], later wake-up time on weekend days [17], increased daytime tiredness [37], and poorer overall sleep quality
[45]. A discrepancy of more than 1 h between weekday and weekend bedtimes and a discrepancy of more than 2 h between weekday and weekend wake-up times have also been associated with
playing video games before bed [17].
In terms of internet use, three studies have obtained consistent
results despite measuring internet use in different ways. Van den
Bulck measured the amount of time that adolescents spent using
the internet at any time of day [19], Oka and colleagues categorized
children according to whether or not they used the internet before
bed two or more times per week [17], while Yen and colleagues
used a self-report questionnaire to assess symptoms of internet
addiction [46]. Taken together, this research revealed that internet
use is related to delayed bedtimes [17,19], delayed weekend wakeup times or out-of-bed times [17,19], shorter total sleep times
[17,46], shorter time in bed on weekdays [19], higher levels of
tiredness [19], and higher levels of subjective insomnia [46] (see
Table 3). A discrepancy of more than 2 h between weekday and
weekend wake-up times was also associated with using the internet before bed [17].
In a small experimental study (described earlier), participants
were exposed to 1 h of video-game play approximately 23 h prior
to bedtime [36]. Compared to a control evening, participants had
signicantly longer sleep onset latencies on the experimental night
and experienced signicant changes in their sleep architecture,
with less time spent in slow-wave sleep. But there was no difference in overall sleep efciency or time spent awake after sleep onset. A second experimental study involved 22 male participants
aged 1215 years who participated in three experimental conditions: playing a violent video game, playing a non-violent video
game, neither playing video games nor watching exciting television programs [47]. Games were played for 2 h, ending half an hour
before bedtime, and a comprehensive questionnaire and sleep
diary was also completed on each occasion. There were no signicant differences between the two game-playing conditions for any
sleep item. Compared to the control night, however, participants
went to bed signicantly later on both gaming nights and, after
playing the non-violent game, participants reported that it was signicantly easier to fall asleep, and their out-of-bed time the following morning was signicantly earlier. Weaver and colleagues
conducted a similar experimental study involving 13 male adolescents (aged 1418 years) and found that, compared to a passive
DVD viewing control condition, pre-sleep video game playing resulted in a small increase in sleep onset latency and a small decrease in subjective sleepiness [48]. But in contrast to previous
studies, there were no changes in sleep architecture.
Table 2
Relationship between sleep variables and use of television as a sleep aid.
Authors
Age (years)
TST
SOL
WASO
410
1217
U
U
GTB
BR
SA
Parasomnias
Daytime sleepiness/tiredness
X
U
Note: U = examined in study (signicant relationship between variables); X = examined in study (non-signicant); TST = shorter total sleep time; SOL = longer sleep onset
latency; WASO = more night awakenings; GTB = delayed bedtime; BR = bedtime resistance; SA = sleep anxiety.
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Age (years)
TIB
1217
1215
613
1217
1415
1213
511
1518
1218
511
612
1218
TST
SOL
GTB
WUT
BR
SA
Parasomnias
Daytime sleepiness/tiredness
U
U
U
U
U
U
X
U
U
U
U
U
U
U
U
U
U
Note: U = examined in study (signicant relationship between variables); X = examined in study (non-signicant); TIB = less time in bed; TST = shorter total sleep time;
SOL = longer sleep onset latency; GTB = delayed bedtime; WUT = later weekend wake-up time; BR = bedtime resistance; SA = sleep anxiety.
Table 4
Relationship between sleep variables and mobile telephone use.
Authors
Age (years)
TST
1315
1217
1215
1218
1217
1519
1218
SOL
WUT
Evening
type
Dissatised with
sleep
Nap
frequently
Daytime sleepiness/
tiredness
Subjective
insomnia
U
X
U
U
U
X
X
X
Note: U = examined in study (signicant relationship between variables); X = examined in study (non-signicant); TST = shorter total sleep time; SOL = longer sleep onset
latency; WUT = later weekend wake-up time.
740
activities a mobile phone provides and its portability this could become the most frequently used media device (day and night) and
thus should be an essential item assessed in future studies.
7. Study limitations
The research studies reviewed here are plagued by a number of
limitations. The rst limitation is that only three experimental
studies were found [36,47,52]. Instead, most report on cross-sectional correlational studies, which means that causal direction is
difcult to ascertain. It is possible that children and adolescents
who use technology in the evening do so because they do not need
as much sleep as their peers or because they already have a delayed sleep pattern and cannot fall asleep at their designated bedtime. For example, in a household where a parent encourages his/
her teenager to go to bed at 10 pm, the delayed adolescent may go
to his/her bedroom (but not feel sleepy) and occupy time by using
his/her mobile telephone, computer or television until feeling sleepy enough to go to bed several hours later. Another factor, such as
parenting style or the presence of childhood behavioural problems,
may also impact both media use and sleep problems among younger children. For example, a child who exhibits difcult behaviours
may be encouraged to watch television to give the parents a break
and keep the child occupied. Consistent with this hypothesis, research has revealed that sleep problems are common among children with behaviour problems [53] and some studies have found
that children with behavioural and emotional problems spend
more time watching television [54].
8. Possible mechanisms
A number of mechanisms have been proposed by which media
use might impact sleep quality or quantity. First, media use may
directly displace sleep or other activities related to good sleep hygiene (such as physical activity). Second, media use in the evenings
may cause children to become physiologically aroused, making it
more difcult for them to relax prior to bedtime. A number of studies have found increases in physiological arousal associated with
playing computer games [47,5962], and with the advent of more
physical computer gaming technology (such as the Nintendo Wii)
this issue becomes increasingly more relevant. Third, evening
exposure to bright light from television or computer screens may
suppress melatonin and consequently delay the circadian rhythm
[63]. Finally, electromagnetic radiation from mobile telephones
has been found to change sleep architecture [64,65] and delay melatonin production [66].
It is beyond the scope of this paper to comprehensively review
the support for and against the model presented in Fig. 1. Furthermore, it is acknowledged that much of the research in this area has
been correlational in nature and, consequently, the causal directions presented in the proposed model are largely speculative. In
addition to the results relating to the potential mechanisms described above, however, studies providing preliminary support
for other aspects of the model have already been mentioned in this
review. For example, the percentage of children who watch television or play video games before bed has been found to be higher
among children who have a television or video game console in
their bedroom [17] and the relationship between age and weekend
total sleep time has been found to be mediated by time spent using
a computer [26]. It would be useful for future studies to comprehensively test this model, using research designs that move beyond
the correlational analyses which are prevalent in this area.
9. Conclusions
Despite the aforementioned limitations, it appears that the use
of electronic media by children and adolescents does have a negative impact on their sleep, although the precise effects and mechanisms remain unclear. Across different media types, the most
consistent results have been obtained regarding delayed bedtime
and shorter total sleep time associated with excessive media use.
In future research, it would be good to develop and test a model
of the mechanisms by which media use affects sleep (such as that
presented in Fig. 1). This would provide further evidence to inform
clinicians, parents, young people, and the popular press and will
likely become even more relevant as technology continues to develop in the future.
Looking towards the future, the research community faces the
challenge of keeping up with advances in technology. For example,
studies on mobile telephones have so far only considered making
and receiving calls and sending and receiving text messages. Mobile telephone technology, on the other hand, has evolved at such
a rate that many people now use their mobile telephone to access
the internet, send and receive emails, engage in social networking,
listen to music, and play games. Furthermore, as television and
computer screens become increasingly larger and bright light
exposure from screens is considered to inuence melatonin production, future studies may need to incorporate variables which
would not have been considered in previous research.
Eventually, guidelines about the duration and timing of electronic media use should be developed for children and adolescents
of different ages and these should be made known to the public.
Considering the evidence to date it appears that watching television and using other media devices at bedtime should generally
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