Intervention effects of bedtime screen use content on nighttime sleep quality among college students with high sedentary behavior
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摘要:
目的 探讨睡前1 h基于屏幕久坐行为的不同屏幕内容对大学生夜间睡眠质量的影响,为指导大学生养成健康睡眠习惯提供依据。 方法 2024年3月1—15日,通过学生社交媒体群组或招募海报在首都体育学院招募40名大学生,采用单盲完全随机分组实验设计随机分为电视/电影流媒体组(n=10)、电子游戏组(n=10)、在线冲浪/社交组(n=10)、助眠类视频组(n=10)4组。采用国际体力活动问卷简表(IPAQ-SF)、自评抑郁量表(SDS)和自评焦虑量表(SAS)分别测量大学生实验前的身体活动和情绪状态水平。在为期5 d的实验中,受试者在睡前1 h观看不同的屏幕内容,在干预前后收集受试者的匹兹堡睡眠质量指数(PSQI)、睡眠时长、入睡时间和起床时间。使用配对样本t检验比较干预前后组内差异,使用单因素方差分析进行组间的横向比较。 结果 在干预前后的组内纵向比较中,电视/电影流媒体(5.40±0.70,6.30±0.67)组和在线冲浪/社交(5.50±0.97,6.20±0.63)组的PSQI评分均有升高(t值分别为-3.86,-2.33,P值均 < 0.05),助眠类视频组的PSQI评分(5.80±0.92,4.90±0.74)降低(t=3.25,P < 0.05),电子游戏组PSQI评分(5.60±0.84,5.80±0.79)差异无统计学意义(t=-0.69,P>0.05)。在干预后组间横向比较中,助眠类视频组的PSQI评分(4.90±0.74)、入睡时间(0:25±0.24 h)、睡眠效率[(81.83±5.40)%]均优于其余3组[PSQI:6.30±0.67,5.80±0.79,6.20±0.63;入睡时间:1:31±0.36 h,00:56±0.56 h,01:22±0.54 h;睡眠效率:(72.60±5.00)%,(75.50±4.43)%,(74.80±5.20)%](F值分别为8.00,6.61,19.00),睡眠时长优于电视/电影流媒体组和在线冲浪/社交组[(7.30±0.68)(6.20±0.26)(6.36±0.64)h](F=6.61)(P值均 < 0.01)。 结论 睡前1 h不同屏幕内容的屏幕久坐行为对睡眠质量影响不同。电视/电影流媒体和在线冲浪/社交的屏幕内容会降低睡眠质量,观看助眠类视频可能提高睡眠质量,玩电子游戏不会改变当前睡眠质量。 Abstract:Objective To explore the effects of different screen content on the nighttime sleep quality of college students based on screen time 1 h before bedtime, so as to provide a basis for healthy sleep habits. Methods From March 1 to 15, 2024, 40 college students were recruited from Capital Institute of Physical Education through student social media groups or recruitment posters, and were randomly assigned to TV/movie streaming group (n=10), video game group (n=10), online surfing/social networking group (n=10), sleep aid video group (n=10) by single-blind randomized experimental design. The International Physical Activity Questionnaire Short Form (IPAQ-SF), Self-rating Depression Scale (SDS) and Self-rating Anxiety Scale (SAS) were used to measure the physical activity and emotional state levels of college students before the experiment. In the 5-day experiment, participants watched different screen content 1 h before sleep, then Pittsburgh Sleep Quality Index (PSQI), sleep duration, sleep latency and wake-up time were collected before and after the intervention. A paired sample t-test was used to compare the differences within groups before and after the intervention, and one-way analysis of variance was used for horizontal comparison between groups. Results In the longitudinal within-group comparisons before and after the intervention, there was an increase in PSQI scores in the TV/movie strearming (5.40±0.70, 6.30±0.67) and online surfing/social networking (5.50±0.97, 6.20±0.63) groups (t=-3.86, -2.33, P < 0.05) and the sleep aid video group (5.80±0.92, 4.90±0.74) with a decrease in PSQI scores (t=3.25, P < 0.05), and the difference in PSQI scores in the video game group (5.60±0.84, 5.80±0.79) was not statistically significant (t=-0.69, P>0.05). In the post-intervention cross-sectional comparison between groups, the sleep aid video group had better PSQI scores (4.90±0.74; 6.30±0.67, 5.80±0.79, 6.20±0.63), sleep latency (0:25±0.24 h, 1:31±0.36 h, 00:56±0.56 h, 01:22±0.54 h) and sleep efficiency[(81.83±5.40)%; (72.60±5.00)%, (75.50±4.43)%, (74.80±5.20)%] than the other 3 groups (F=8.00, 6.61, 19.00) and better sleep duration than the TV/movie strearming group and the online surfing/social networking group [(7.30±0.68) (6.20±0.26) (6.36±0.64)h] (F=6.61) (P < 0.01). Conclusions Bedtime screen use with different screen contents affects sleep quality differently. The screen content of TV/movie streaming and online surfing/socialising reduced sleep quality, whereas watching sleep aiding videos may improve sleep quality, while playing video games shows no effects on sleep quality. -
Key words:
- Fixation, ocular /
- Sedentary lifestyle /
- Sleep /
- Intervention studies /
- Students
1) 利益冲突声明 所有作者声明无利益冲突。 -
表 1 不同组别大学生基本指标比较(x ± s)
Table 1. Comparison of basic indicators of different groups among college students(x ± s)
组别 人数 年龄/岁 久坐行为时间/(h·d-1) SSB时间/(h·d-1) 抑郁得分 焦虑得分 MVPA/(min·d-1) 电视/电影流媒体组 10 21.30±1.70 11.75±1.87 6.90±1.08 19.70±1.63 34.50±2.20 28.50±6.15 电子游戏组 10 20.70±1.50 11.80±1.47 6.80±1.03 19.80±3.58 31.50±3.69 29.80±9.68 在线冲浪/社交组 10 21.20±1.80 11.75±1.47 7.00±0.66 19.70±2.94 30.40±5.35 26.30±6.09 助眠类视频组 10 21.40±2.10 11.65±1.29 7.30±0.67 20.40±2.00 33.40±3.40 28.70±10.48 F值 0.31 1.62 0.64 0.16 2.31 0.31 P值 0.82 0.20 0.59 0.99 0.09 0.82 表 2 不同组别大学生干预前后不同睡眠指标比较(x ± s)
Table 2. Comparison of different sleep indicators before and after intervention among different groups of college students(x ± s)
组别 干预前后 人数 统计值 PSQI得分 睡眠时长/h 入睡时间a 起床时间a 睡眠效率/% 电视/电影流媒体组 干预前 10 5.40±0.70 6.55±0.50 1:01±0.35 7:40±0.85 74.38±3.70 干预后 10 6.30±0.67 6.20±0.26 1:31±0.36 8:00±0.67 72.60±5.00 t值 -3.86 2.33 -3.45 0.06 1.41 P值 < 0.01 0.05 0.01 0.06 0.19 电子游戏组 干预前 10 5.60±0.84 6.45±0.64 1:06±0.43 7:51±0.71 74.40±5.20 干预后 10 5.80±0.79 6.60±0.70 0:56±0.56 7:39±0.78 75.50±4.43 t值 -0.69 -0.44 1.18 0.56 -0.62 P值 0.51 0.67 0.27 0.56 0.55 在线冲浪/社交组 干预前 10 5.50±0.97 6.65±0.62 1:03±0.38 7:45±0.89 78.13±3.20 干预后 10 6.20±0.63 6.36±0.64 1:22±0.54 7:54±0.77 74.80±5.20 t值 -2.33 1.12 -2.50 0.54 2.20 P值 0.05 0.29 0.03 0.54 0.06 助眠类视频组 干预前 10 5.80±0.92 6.65±0.65 0:52±0.19 7:43±0.58 74.40±5.20 干预后 10 4.90±0.74 7.30±0.68 0:25±0.24 7:32±0.73 81.83±5.40 t值 3.25 -3.50 5.05 0.55 -3.90 P值 0.01 0.01 < 0.01 0.55 < 0.01 注: a均数采用24 h制描述,标准差单位为小时数。 -
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