SUMMARYVideo-gaming is an increasingly prevalent activity among children and adolescents that is known to influence several areas of emotional, cognitive and behavioural functioning. Currently there is insufficient experimental evidence about how extended video-game play may affect adolescents' sleep. The aim of this study was to investigate the shortterm impact of adolescents' prolonged exposure to violent video-gaming on sleep. Seventeen male adolescents (mean age = 16 ± 1 years) with no current sleep difficulties played a novel, fast-paced, violent videogame (50 or 150 min) before their usual bedtime on two different testing nights in a sleep laboratory. Objective (polysomnography-measured sleep and heart rate) and subjective (single-night sleep diary) measures were obtained to assess the arousing effects of prolonged gaming. Compared with regular gaming, prolonged gaming produced decreases in objective sleep efficiency (by 7 ± 2%, falling below 85%) and total sleep time (by 27 ± 12 min) that was contributed by a near-moderate reduction in rapid eye movement sleep (Cohen's d = 0.48). Subjective sleep-onset latency significantly increased by 17 ± 8 min, and there was a moderate reduction in self-reported sleep quality after prolonged gaming (Cohen's d = 0.53). Heart rate did not differ significantly between video-gaming conditions during pre-sleep game-play or the sleep-onset phase. Results provide evidence that prolonged video-gaming may cause clinically significant disruption to adolescent sleep, even when sleep after video-gaming is initiated at normal bedtime. However, physiological arousal may not necessarily be the mechanism by which technology use affects sleep.
Studies assessing the efficacy of interventions aimed at reducing procrastination have generally lacked robust longitudinal measurement tools. Recent developments in communication technology and applications of the Experience Sampling Method (ESM) have made observations of such dynamic phenomena possible. We leveraged recent advancements in smartphone technology and ESM to measure delay associated with procrastination, while testing a low‐intensity, high‐frequency intervention to reducing that delay. First‐year university students (N = 107) reported their progress on an assignment twice daily over 14 days prior to the required submission date. Half (n = 51) were randomly allocated to an intervention condition in which they were also asked open‐ended questions designed to prompt reflection on four domains proposed to reduce procrastination, namely: expectancy, value, delay sensitivity, and metacognition. Multilevel mixed effect models revealed lower behavioral delay in the intervention condition compared to the control condition. This effect was strongest in those who at baseline scored below the median on trait procrastination. Behavioral delay over the 14‐day period was not associated with later assignment submission or lower assignment marks. These findings support a novel method for reducing delay and suggest procrastination can be alleviated in a wide range of contexts using relatively inexpensive and non‐intrusive strategies.
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