You are on page 1of 6

Personality and Individual Differences 51 (2011) 117–122

Contents lists available at ScienceDirect

Personality and Individual Differences


journal homepage: www.elsevier.com/locate/paid

Habitual computer game playing at night is related to depressive symptoms


Sakari Lemola a,b,⇑, Serge Brand c, Nicole Vogler a, Nadine Perkinson-Gloor a, Mathias Allemand d,
Alexander Grob a
a
University of Basel, Department of Psychology, Basel, Switzerland
b
University of Helsinki, Faculty of Behavioural Sciences, Helsinki, Finland
c
Psychiatric Hospital of the University of Basel, Basel, Switzerland
d
University of Zürich, Department of Psychology, Zürich, Switzerland

a r t i c l e i n f o a b s t r a c t

Article history: This study investigated whether the amount and circadian time of habitual computer game playing were
Received 20 September 2010 related to depressive symptoms in adolescents and young adults. We expected that habitual late playing
Received in revised form 9 March 2011 relates to more depressive symptoms beyond the effect of the total time of computer game playing as
Accepted 16 March 2011
playing at night may involve short, irregular, and disturbed sleep as well as misalignment of the circadian
Available online 8 April 2011
rhythm. 646 adolescents and young adults (ages 13–30; 90.9% males) who play the internet role-playing
game World of Warcraft completed an online questionnaire. Habitual computer game playing between
Keywords:
10 pm and 6 am was related to an increased risk of high depression scores independent of the total
Depression
Computer game playing
amount of playing. Adolescents (ages 13–17 years) were most vulnerable when habitually playing during
Circadian rhythms early night (i.e., 10–12 pm), while emergent adults (ages 18–22 years) showed more vulnerability when
Sleep duration habitually playing late at night (i.e., after 2 am). The effect was partly mediated by daytime sleepiness but
Sleep problems not by sleep loss or insomnia problems.
Daytime sleepiness ! 2011 Elsevier Ltd. All rights reserved.
Adolescence
Young adulthood

1. Introduction improve when the circadian rhythm gets normally entrained to


the exogenous day–night cycle by oral melatonin treatment (Rah-
Short, irregular, and disturbed sleep, as well as problems of cir- man, Kayumov, & Shapiro, 2010).
cadian rhythmicity are related to poor adjustment particularly dur- The present study aims at examining the interplay of computer
ing adolescence and young adulthood (Roberts, Roberts, & Duong, game playing during the night, sleep patterns, and depressive
2008; Shirayama et al., 2003; Wolfson & Carskadon, 1998). High symptoms. According to every day experience of parents and
school students with short sleep on school-nights reported in- teachers excessive computer game playing and in particular habit-
creased levels of depressed mood and daytime sleepiness in com- ual playing late at night have a detrimental impact on psychologic
parison to individuals who sleep longer (Wolfson & Carskadon, functioning. Moreover, psychologists and pediatricians are nowa-
1998). Further, late bedtimes were associated with higher inci- days often confronted with children and adolescents suffering from
dence of depressive symptoms and suicidal ideation (Gangwisch addictive computer game playing. In a representative study of
et al., 2010). In a related vein, individuals with delayed sleep phase more than 15,000 9th graders in Germany, 15.8% of the adolescent
syndrome are at increased risk for mental health problems (Okawa boys and 4.3% of the girls play computer games for more than 4.5 h
& Uchiyama, 2007; Shirayama et al., 2003). These sequels may con- per day and 3% of the boys and 0.3% of the girls can be considered
stitute a vicious circle and perpetuate sleeping difficulties and as addicted to computer games according to ICD-10 derived crite-
desynchronization of the circadian rhythm. Indicative of a causal ria (Rehbein, Kleimann, & Mössle, 2010). The computer game with
mechanism, studies show mental health and well-being to the highest addiction risk was the Massively Multiplayer Online
Role-Playing Game (MMORPG) World of Warcraft (WoW).
MMORPGs are competitive role-playing games normally played
Abbreviations: WoW, World of Warcraft; MMORPG, Massively Multiplayer in cooperative groups. These groups gather for online-playing
Online Role-Playing Game; ADS-K, short version of the ‘Allgemeine
appointments and, as the success of the whole group depends on
Depressionsskala’.
⇑ Corresponding author. Address: Missionsstrasse 62a, 4055 Basel, Switzerland. the collaboration of all group members, individual players are
Tel.: +41 61 267 0638; fax: +41 61 267 0661. pressured to join the gatherings, which may explain the addic-
E-mail address: sakari.lemola@unibas.ch (S. Lemola). tive potential (Bessière, Seay, & Kiesler, 2007). MMORPGs are

0191-8869/$ - see front matter ! 2011 Elsevier Ltd. All rights reserved.
doi:10.1016/j.paid.2011.03.024
118 S. Lemola et al. / Personality and Individual Differences 51 (2011) 117–122

exceptional from other computer games as many MMORPG-play- for research involving human subjects required by the University
ers typically develop a high commitment toward their virtual char- of Basel and laid down in the Declaration of Helsinki (World Med-
acter, which they often keep for months or even years, and toward ical Association, 2008, online at www.wma.net).
their cooperative group (Bessière et al., 2007). WoW is played
world wide by more than 11 million people (Cavalli, 2008) and
was indicated as the favorite computer game by nearly 10% of male 2.2. Participants
and 1.3% of female students in Germany. On average, these stu-
dents indicated that they played WoW for 230 min per day The sample consisted of 646 WoW players. Of these, 90.9% were
(Rehbein et al., 2010). male (n = 587), 9.0% were female (n = 58); one participant did not
Scientific research on the impact of computer game playing on indicate the gender. Participants were aged between 13 and
well-being and adjustment is still scarce and mixed (cf. Cain & 30 years, with a mean age of 19.7 years (SD = 3.6 years). To address
Gradisar, 2010). Existing evidence suggests that excessive com- the research questions within groups of the same developmental
puter game playing can be a risk factor for poor adjustment (Wea- stage, the sample was subdivided into a group of adolescents (ages
ver et al., 2009). One mechanism by which playing computer 13–17, n = 190), emerging adults (ages 18–22, n = 347), and young
games – and in particular MMORPGs – may relate to poor adjust- adults (ages 23–30, n = 129). Accordingly, participants outside
ment, is that many people play the game during nights which these age groups were excluded, i.e., participants younger than
may lead to sleep loss, sleep disturbances, and delayed sleep phase. 13 years (n = 6), or older than 30 years (ages 31–45, n = 44), as well
Griffiths, Davies, and Chappell (2004) for instance, found that as participants who did not indicate their age (n = 38). Of the par-
nearly one in five players of the internet role-playing game Ever- ticipants completing the questionnaire, 84.8% (n = 548) indicated
quest sacrificed sleep in order to play the game. Generally, time Germany as their country of residence, 6.5% (n = 42) were from
spent playing computer games associates with later bed times Austria, and 6.5% (n = 42) were from Switzerland; the remaining
and fewer sleep hours in children and adolescents (Fuligni & Hard- 2.2% (n = 14) were from other countries.
way, 2006; Van den Bulck, 2004). Moreover, playing computer
games before bedtime can lead to higher activity levels of the cen-
2.3. Measures
tral and autonomic nervous system and may result in increased
sleep latency and decreases in subjective sleepiness (Higuchi, Mot-
The online questionnaire was designed with the online survey
ohashi, Liu, & Maeda, 2005). A representative finish study indicated
application software Survey Monkey (www.SurveyMonkey.com,
that intensive computer usage had a negative impact on perceived
Portland, OR). The questionnaire was divided into three sections,
health only if it co-occurred with deteriorated sleep habits and
i.e., (1) demographic background, (2) playing habits such as
waking-time tiredness (Punamäki, Wallenius, Nygard, Saarni, &
amount and the usual time of day of playing WoW, and (3) depres-
Rimpela, 2007).
sive symptoms and sleep duration, sleeping problems, and daytime
In the present study we tested whether habitual computer
sleepiness. On average participants completed the questionnaire in
game playing during the night is related to depressive symptoms
16 min (SD = 6 min).
in adolescents and young adults who play WoW. We expected that
habitual late playing relates to more depressive symptoms beyond
the effect of the total time of computer game playing as playing at 2.3.1. Computer game playing
night may involve short, irregular, and disturbed sleep as well as Participants indicated how many hours in total they played
misalignment of the circadian rhythm. Moreover, we tested WoW during a typical week. Further, they indicated how often in
whether the relation between habitual late playing and depressive a typical week they played WoW during seven different time slots
symptoms is mediated by short sleep duration, sleep problems, (6–12 am, 12 am–6 pm, 6–8 pm, 8–10 pm, 10–12 pm, 12 pm–
and/or daytime sleepiness. Thus, the present study is thought to fill 02 am, and 02–06 am) on a 4-point scale with the categories ‘less
a gap in the literature as it addresses the interplay of excessive than once/week’, ‘on 1–2 days/week’, ‘on 3–4 days/week’, and ‘on
computer game playing, sleep patterns, and mental health in the 5–7 days/week’.
already quite large group of adolescents and young adults who
are committed to internet role-playing games. As these hypothe-
sized relations may differ between individuals from different 2.3.2. Sleep duration, sleep problems, and daytime sleepiness
developmental stages, the questions were also addressed sepa- To assess sleep duration and problems, items were taken and
rately among adolescents (ages 13–17), emerging adults (ages modified from a widely used manual on coping with sleep distur-
18–22), and young adults (ages 23–30). bances (Backhaus & Riemann, 1996) and from the Insomnia Sever-
ity Index (ISI; Bastien, Vallières, & Morin, 2001). Participants were
asked how much sleep they usually get (a) on weekdays or work-
2. Method days, and (b) on weekends or non-workdays in hours. Sleep prob-
lems were measured with three items on sleep problems (‘‘Have
2.1. Procedure trouble falling asleep,’’ ‘‘Wake up during the night and have diffi-
culty going back to sleep,’’ and ‘‘Wake up too early in the morning
Participants were recruited during winter 2009–2010 by con- and to be unable to get back to sleep’’) using a 5-point scale rang-
tacting them through the internet role-playing game WoW and ing from 1 (never) to 5 (almost always) and one item on the general
connected forums. Before giving consent, participants were in- quality of sleep during the past week. The four items were highly
formed on the purpose of the study, assured that participation interrelated and were combined to build a sleep problems score
was completely anonymous and voluntary, and that any data col- with a Cronbach’s alpha of 0.65. Higher mean scores reflect higher
lected would be treated in strictest confidence. Particularly, partic- levels of sleep problems. Daytime sleepiness was measured with
ipants were assured that no personal data were communicated to the Epworth Sleepiness Scale (Johns, 1991), which includes eight
any other player, nor were IP-addresses of participants accessible items and assesses the general level of daytime sleepiness by ask-
to the researchers. Moreover, participants could stop or withdraw ing participants the chance of falling asleep/dozing in different dai-
from the study without giving any further explication. The entire ly situations with a Cronbach’s alpha of 0.65. Higher mean scores
study has been carried out in accordance to the ethical standards reflect an increased daytime sleepiness.
S. Lemola et al. / Personality and Individual Differences 51 (2011) 117–122 119

2.3.3. Depressive symptoms Table 2


Depressive symptoms were assessed using the short version of Descriptives of study variables stratified by age groups.

the ‘Allgemeine Depressionsskala’ (ADS-K; Hautzinger & Bailer, Ages 13–17 Ages 18–22 Ages 23–30 P (age
1993; English original: ‘Center for Epidemiological Studies Depres- (n = 190) (n = 327) (n = 129) trend)
sion Scale’; CES-D; Radloff, 1977) containing 15 items that address M (SD) M (SD) M (SD)
various aspects of depressive symptoms during the past 7 days, Age 15.9 (1.0) 19.6 (1.4) 25.4 (2.2) –
which were rated on a 4-point Likert-type scale ranging from 0 (oc- Sleep duration on 7.4 (1.1) 7.1 (1.2) 7.3 (1.2) 0.35
curred never or rarely) to 3 (occurred most of the time or always). weekdays (h)
For binary analyses the sum score was dichotomized: A total score Sleep duration on 9.5 (1.6) 9.1 (1.6) 8.7 (1.4) <0.001
weekends (h)
of 18 or more points reflected a clinically relevant depressive syn-
Sleep problems 4.3 (2.6) 4.3 (2.6) 4.4 (3.0) 0.80
drome (Hautzinger & Bailer, 1993). Cronbach’s alpha for the ADS-K Sleepiness 6.9 (3.5) 7.0 (3.7) 7.5 (3.3) 0.15
scale was 0.89. Depression 10.6 (8.2) 10.6 (8.1) 8.5 (6.6) 0.03
Playing duration 24.1 (20.4) 22.4 (15.3) 19.4 (12.8) 0.03
per week (h)
3. Results

3.1. Descriptive statistics


nights was 7.23 h (SD = 1.22) which was significantly shorter than
On average participants were playing WoW for 22.1 h per week on weekend nights (M = 9.17 h, SD = 1.59); F(1/641) = 967.8,
(SD = 15.4; MD = 20 h/week; range: 1–130 h; for parametric analy- P < 0.001. The participants had an average score of 10.2 on the
ses the values of 7 participants (1.1%) who indicated to play more ADS-K depression scale (SD = 7.9) which is in a similar range as
than 80 h per week were restricted to the value of 80 h) which in ADS-K population samples (e.g., Hautzinger & Bailer, 1993,
equals an average daily playing duration of 189 min. Comparisons M = 10.7, SD = 8.0, Cohen’s d = !0.06; Lehr, Hillert, Schmitz, &
between the three age groups revealed that playing time slightly Sosnowsky, 2008, M = 9.4, SD = 7.8, Cohen’s d = 0.10).
decreased with age (linear trend: F(2/643) = 4.5, P = 0.03; post
hoc Dunnett’s test comparing adolescents with emergent adults: 3.2. Logistic regression analyses
P = 0.73; and adolescents with young adults: P = 0.05).
Table 1 indicates how often participants in three age groups Multiple logistic regression analyses adjusting for gender, age,
played during different time slots throughout the day. In each sleep duration on weekdays and on weekends, and playing dura-
age group the most preferred time for playing was between 6 tion per week were conducted to predict the risk of high scores
and 8 pm and between 8 and 10 pm. Among adolescents 18.4% on the ADS-K depression scale associated with different habitual
played on five or more days per week during night time (i.e., be- circadian playing times. In analyses on the whole sample, in-
tween 10 pm and 6 am), while among emerging adults there were creased risk of depression scores was associated with habitually
29.4%, and among young adults there were 23.6% who played five playing at night (i.e., between 10 and 12 pm: OR = 1.32, 95%
or more days per week at that time. In each group only few partic- CI = 1.05–1.67, P = 0.02; between 12 pm and 2 am: OR = 1.33, 95%
ipants indicated to habitually play after 2 am. Moreover, habitual CI = 1.04–1.69, P = 0.02; and between 2 and 6 am: OR = 1.49, 95%
playing in mornings (between 6 and 12 am) was rare. CI = 1.07–2.08, P = 0.02), while habitually playing during the day
Table 2 indicates means and standard deviations of the study (i.e., 06–12 am, 12 am–06 pm, 06–08 pm, 08–10 pm) was not sig-
variables stratified by age groups. Sleep duration during weekday nificantly associated with risk of increased depression scores (all

Table 1
Habitual circadian playing times in three age groups.

n (%)
<1 day/week 1–2 days/week 3–4 days/week 5–7 days/week
Ages 13–17 (n = 190)
06–12 am 157 (82.6) 29 (15.3) 1 (0.5) 3 (1.6)
12 am-06 pm 47 (24.7) 44 (23.2) 49 (25.8) 50 (26.3)
06–08 pm 26 (13.7) 26 (13.7) 61 (32.1) 77 (40.5)
08–10 pm 17 (8.9) 46 (24.2) 52 (27.4) 75 (39.5)
10–12 pm 50 (26.3) 70 (36.8) 35 (18.4) 35 (18.4)
12 pm–02 am 104 (54.7) 69 (36.3) 9 (4.7) 8 (4.2)
02–06 am 156 (82.1) 28 (14.7) 2 (1.1) 4 (2.1)
Ages 18–22 (n = 327)
06–12 am 274 (83.8) 39 (11.9) 10 (3.1) 4 (1.2)
12 am-06 pm 109 (33.3) 101 (30.9) 71 (21.7) 46 (14.1)
06–08 pm 38 (11.6) 63 (19.3) 109 (33.3) 117 (35.8)
08–10 pm 29 (8.9) 52 (15.9) 113 (34.6) 133 (40.7)
10–12 pm 56 (17.1) 90 (27.5) 87 (26.6) 94 (28.7)
12 pm–02 am 157 (48.0) 109 (33.3) 26 (8.0) 35 (10.7)
02–06 am 265 (81.0) 45 (13.8) 11 (3.4) 6 (1.8)
Ages 23–30 (n = 129)
06–12 am 103 (79.8) 23 (17.8) 2 (1.6) 1 (0.8)
12 am-06 pm 56 (43.4) 46 (35.7) 16 (12.4) 11 (8.5)
06–08 pm 26 (20.2) 31 (24.0) 36 (27.9) 36 (27.9)
08–10 pm 7 (5.4) 33 (25.6) 42 (32.6) 47 (36.4)
10–12 pm 31 (24.0) 45 (34.9) 25 (19.4) 28 (21.7)
12 pm–02 am 71 (55.0) 38 (29.5) 13 (10.1) 7 (5.4)
02–06 am 102 (79.1) 24 (18.6) 1 (0.8) 2 (1.6)
120 S. Lemola et al. / Personality and Individual Differences 51 (2011) 117–122

P-values > 0.11). Among adolescents, increased risk of depression total playing time and habitual playing during the night (all
scores was associated with habitually playing between 10 and Ps > 0.20). Analyses with log-transformed depressive symptom
12 pm (OR = 1.65 (95% CI = 1.05–2.60) P = 0.03), while habitually scores accounting for non-normality revealed equal results in
playing at other times was not significantly associated with risk terms of direction, size, and significance of the coefficients and
of increased depression scores (all P-values > 0.06). Among emerg- are not presented.
ing adults, increased risk of depression scores was associated with
habitually playing between 2 and 6 am (OR = 1.60 (95% CI = 1.02– 3.4. Structural model
2.50) P = 0.04), while habitually playing during earlier time slots
was not significantly associated with risk of increased depression Finally, structural equation modeling was used to test whether
scores (all P-values >0.20). Among young adults multiple logistic the relation between habitual playing during the night and depres-
regression revealed no significant increase in the risk of high sive symptoms was mediated by sleep duration on weekday and
depression scores by habitual late playing (for all time slots, P-val- weekend nights, sleep problems, or daytime sleepiness controlling
ues >0.16). for age, gender, and total playing time per week (Fig. 2). The model
fit was acceptable (v2(19) = 22.0, P = 0.29; v2/df = 1.16;
3.3. Analysis of circadian playing time stratified by total playing CFI = 0.996; RMSEA = 0.016). Multi-group comparisons revealed
duration that constraining measurement and structural weights to be
invariant across the three age groups led to only marginally re-
Figure 1 displays mean values of the ADS-K depression scale in duced model fit (v2(26) = 38.9, P = 0.05), indicating only marginal
the total sample and separately for the three age groups stratified differences between the age groups. Habitual playing during the
by the median of total playing duration per week (20 h/week) and night modeled as a latent variable with the indicators ‘playing be-
by the habitual time of playing during the day. Participants who tween 10 and 12 pm’ and ‘playing between 12 pm and 2 am’ pre-
habitually played after 10 pm (i.e., participants who played at least dicted depressive symptoms. Constraining only the structural
in one of the time slots 10–12 pm, 12 pm–02 am, 02–06 am for 5 or weight between habitual playing during nights and depressive
more days per week; n = 161, 24.9% of the total sample) showed symptoms to be equal across the age groups did not lead to a sig-
higher depression scores than their counterparts who played less nificant reduction in model fit (v2(2) = 0.5, P = 0.76). Habitual play-
often after 10 pm (total sample: F(1/644) = 12.8; P < 0.001, partial ing during the night was also predictive of short sleep on weekday
g2 = 0.02; adolescents: F(1/186) = 3.71; P = 0.06, partial g2 = 0.02; and weekend nights specifically in the youngest age group, and re-
emerging adults: F(1/323) = 3.70; P = 0.05, partial g2 = 0.01; young lated to more daytime sleepiness. In contrast to expectations, in all
adults: F(1/123) = 10.12; P = 0.002, partial g2 = 0.08) while there age groups habitual playing during the night was not predictive of
was no main effect of the total playing time (i.e., playing less than more sleep problems. Sleep problems were a moderately strong
20 h/week vs. playing 20 h/week or more) and no interaction of the predictor of depressive symptoms, while sleep duration on

Fig. 1. Mean scores (95% CI) of depressive symptoms (ADS-K) stratified by groups with different total amounts of playing per week (1–19 h/week vs P20 h/week) and
different habitual circadian playing time (playing on <5 days/week after 10 pm vs playing on P5 days/week after 10 pm).
S. Lemola et al. / Personality and Individual Differences 51 (2011) 117–122 121

Sleep
problems

.43***
Sleep duration .45***; .42***; .49***
-.07 weekday
-.04; -.07; -.11

-.02
Sleep duration -.02; .02; -.14†
10-12 00-02 -.17*** weekend
-.27***; -.16*; .05
pm am
.01
-.11* Daytime .04; .00; .00
.79 .73 -.27**; -.04; -.10
sleepiness
.74; .79; .78 .74; .70; .79
.09* .08*
.06; .11*; .00
.08; .05; .22*
Habitual Depressive
.20***
playing at .22*; .18*; .31** symptoms
night
.03
.01; .02; .15

Total playing
.57*** -.12***
.52***; .64***; .59*** duration/week
-.01; -.10†; -.01

Age
-.02
.02; -.05; -.03

Gender

Fig. 2. Prediction of depressive symptoms by total amount of computer game playing per week, habitual computer game playing at night, sleep problems, sleep duration,
daytime sleepiness, and background variables: Structural equation modeling (v2(19) = 22.0, P = 0.29 v2/df = 1.16; CFI = 0.996; RMSEA = 0.016). Indices in the second line
represent coefficients in the age-subgroups (i.e., adolescents, aged 13–17 years; emergent adults, aged 18–22 years; young adults, aged 23–30 years). !P < 0.10; ⁄P < 0.05;
⁄⁄
P < 0.01; ⁄⁄⁄P < 0.001.

weekday and weekend nights was not related to depressive symp- (Gangwisch et al., 2010; Okawa & Uchiyama, 2007; Shirayama
toms. More daytime sleepiness was modestly but significantly re- et al., 2003). A possible explanation of the pattern that adolescents
lated to higher depressive symptom scores, specifically among were more vulnerable to playing during early night is that there
emergent adults. Again, models with log-transformed depressive were only very few adolescents who habitually played later than
symptom scores revealed equal results in terms of direction, size, 12 pm, as possibly for many of them parents still set their bedtimes
and significance of the coefficients and are not presented. during school-weeks. Adolescents may also be more vulnerable for
the effect of playing between 10 and 12 pm than the older age
groups. Moreover, our finding of an indirect effect of habitual late
4. Discussion playing on depressive symptoms via increased daytime sleepiness
is in agreement with research indicating that the effect of com-
We found that habitual computer game playing between 10 pm puter game playing on adjustment is mediated by daytime tired-
and 6 am was related to an increased risk of depression scores in ness (Punamäki et al., 2007).
adolescents and emergent adult players of the internet role-play- According to generally held assumptions, late night activities
ing game WoW. While adolescents appeared to be particularly vul- bear the risk of sleep loss and development of sleep disturbances,
nerable to playing between 10 and 12 pm, emergent adults were which lead to poor adjustment. However and contrary to our
particularly at risk for depression when habitually playing after expectations, we could not find mediation of the effect of habitual
2 am. Importantly, the effect of the habitual playing time was inde- late playing by short sleep duration or sleep problems. In fact, sleep
pendent of the total time of computer game playing and thus ap- problems were unrelated to habitual late playing and sleep dura-
pears to be rather an effect of the circadian timing of computer tion was not predictive of depressive symptoms in the multivariate
game playing than an effect of the actual total amount of hours structural equation modeling approach. The observation that the
which adolescents and emergent adults spend playing. Interest- mere sleep duration was not associated with depression is in line
ingly, the average depressive symptom score of the sample in the with findings of previous studies with adolescents (e.g., Brand,
present study was not higher than in population samples (Hautzin- Beck, Hatzinger, & Holsboer-Trachsler, 2009). However, the obser-
ger & Bailer, 1993; Lehr et al., 2008), which is in contrast to the vation that habitual late playing was not associated with sleep
commonly held assumption that adolescents and young adults problems deviates from results of a study by Higuchi et al.
who excessively play computer games are rather maladjusted. In (2005) showing that playing computer games before bedtime
sum, this is the first time that a relation between the circadian tim- interferes with sleepiness and leads to difficulties falling asleep.
ing of excessive computer game playing and negative outcomes A possible reason for this incongruence is that in the Higuchi
such as depressive symptoms could be shown. et al. study a shooter game was used in the experimental proce-
Our results are congruent with research showing that late bed dure, which possibly might lead to higher arousal than the internet
times are related to a higher risk of depression and maladjustment role-playing game WoW.
122 S. Lemola et al. / Personality and Individual Differences 51 (2011) 117–122

The relation between habitual late playing and depressive Bastien, C. H., Vallières, A., & Morin, C. M. (2001). Validation of the Insomnia
Severity Index (ISI) as an outcome measure for insomnia research. Sleep
symptoms which was not mediated by sleep loss or insomnia
Medicine, 2, 297–307.
problems might be due to misalignment of the individual circadian Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in
rhythm with the exogenous day-night cycle. This interpretation is world of warcraft. Cyberpsychology & Behavior, 10, 530–535.
in agreement with a line of research showing that delayed sleep Brand, S., Beck, J., Hatzinger, M., & Holsboer-Trachsler, E. (2009). Perceived
parenting styles, personality traits and sleep patterns in adolescents. Journal
phase is associated with poor adjustment, depression, and lower of Adolescence, 32, 1189–1207.
estimates of quality of life (Gangwisch et al., 2010; Okawa & Uchiy- Brand, S., Gerber, M., Beck, J., Hatzinger, M., Pühse, U., & Holsboer-Trachsler, E.
ama, 2007; Shirayama et al., 2003) which in turn can be improved (2010). Exercising, sleep-EEG patterns, and psychological functioning are
related among adolescents. World Journal of Biological Psychiatry, 11, 129–140.
by entrainment of the individual circadian rhythm with the exog- Cain, N., & Gradisar, M. (2010). Electronic media use and sleep in school-aged
enous day-light cycle by oral administration of melatonin (Rahman children and adolescents: A review. Sleep Medicine, 11, 735–742.
et al., 2010) or morning bright light exposure (Okawa & Uchiyama, Cavalli, E. (2008). World of Warcraft Hits 11.5 Million Users. Wired. <http://
www.wired.com/gamelife/2008/12/world-of-warc-1/> Retrieved 03.08.10.
2007). Fuligni, A. J., & Hardway, C. (2006). Daily variation in adolescents’ sleep, activities,
Due to the cross-sectional design of the study it is not possible and psychological well-being. Journal of Research on Adolescence, 16, 353–377.
to draw causal inferences. Hence, also alternative interpretations Gangwisch, J. E., Babiss, L. A., Malaspina, D., Turner, J. B., Zammit, G. K., & Posner, K.
(2010). Earlier parental set bedtimes as a protective factor against depression
are consistent with the data. For instance, it is possible that depres- and suicidal ideation. Sleep, 33, 97–106.
sive symptoms lead to delay of the sleep phase, which in turn may Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Demographic factors and
fuel the preference of playing computer games late at night. More- playing variables in online computer gaming. Cyberpsychology & Behavior, 7,
479–487.
over, also a reciprocal relationship between habitual late playing
Hautzinger, M., & Bailer, M. (1993). Allgemeine depressions skala, manual. Göttingen:
and depressive symptoms is plausible. Future studies should test Beltz Test GmbH.
these possibilities. Higuchi, S., Motohashi, Y., Liu, Y., & Maeda, A. (2005). Effects of playing a computer
Further issues also warrant cautious interpretation. First, we game using a bright display on presleep physiological variables, sleep latency,
slow wave sleep and REM sleep. Journal of Sleep Research, 14, 267–273.
used an online questionnaire to assess sleep duration and sleep Johns, M. W. (1991). A new method for measuring daytime sleepiness: The Epworth
problems while no objective sleep assessment via sleep-EEGs or sleepiness scale. Sleep, 14, 540–545.
actigraphy was applied (although there is evidence that sleep data Lehr, D., Hillert, A., Schmitz, E., & Sosnowsky, N. (2008). Screening depressiver
störungen mittels allgemeiner depressions-skala (ADS-K) und state-trait
from sleep logs and questionnaires do fit well with objective data, depression scales (STDS-T): Eine vergleichende evaluation von cut-off-werten.
cf. Brand et al., 2010; Werner, Molinari, Guyer, & Jenni, 2008). In a Diagnostica, 54, 61–70.
related vein, the marginal internal consistency of the scales mea- Okawa, M., & Uchiyama, M. (2007). Circadian rhythm sleep disorders:
Characteristics and entrainment pathology in delayed sleep phase and non-24
suring sleep problems and daytime sleepiness has to be noted, sleep–wake syndrome. Sleep Medicine Reviews, 11, 485–496.
which may have attenuated the reported relationships. Second, Punamäki, R. L., Wallenius, M., Nygard, C. H., Saarni, L., & Rimpela, A. (2007). Use of
the present study particularly focuses on the group of computer information and communication technology (ICT) and perceived health in
adolescence. The role of sleeping habits and waking-time tiredness. Journal of
game players who play WoW, an internet role-playing game which Adolescence, 30, 569–585.
is known for its high potential for addictive playing (Rehbein et al., Radloff, L. S. (1977). The CES-D scale: A self-report depression scale for research in
2010). Thus, our results do not necessarily apply to other groups of the general population. Applied Psychological Measurement, 1977(1), 385–401.
Rahman, S. A., Kayumov, L., & Shapiro, C. M. (2010). Antidepressant action of
computer game players. Third, the sample consisted mainly of
melatonin in the treatment of Delayed Sleep Phase Syndrome. Sleep Medicine,
male WoW players. This is congruent with the generally much 11, 131–136.
higher prevalence of male MMORPG players in other German sam- Rehbein, F., Kleimann, M., & Mössle, T. (2010). Prevalence and risk factors of video
ples (Rehbein et al., 2010). However, the findings can therefore not game dependency in adolescence. Results of a German nationwide survey.
Cyberpsychology, Behavior, and Social Networking, 13, 1–9.
be generalized to women. It remains subject of future research to Roberts, R. E., Roberts, C. R., & Duong, H. T. (2008). Chronic insomnia and its negative
study the relation of circadian playing time with depressive symp- consequences for health and functioning of adolescents: A 12-month
toms also in samples containing more females. At last, it has to be prospective study. Journal of Adolescent Health, 42, 294–302.
Shirayama, M., Shirayama, Y., Iida, H., Kato, M., Kajimura, N., Watanabe, T., et al.
noted that analyses in the different age subgroups are to some de- (2003). The psychological aspects of patients with delayed sleep phase
gree challenged by differences in statistical power due to unequal syndrome (DSPS). Sleep Medicine, 4, 427–433.
sample sizes. Van den Bulck, J. (2004). Television viewing, computer game playing, and internet
use and self-reported time to bed and time out of bed in secondary-school
In summary, we found that habitual playing of the internet role- children. Sleep, 27, 101–104.
playing game WoW at night was related to an increased risk of Weaver, J. B., Mays, D., Weaver, S. S., Kannenberg, W., Hopkins, G. L., Eroĝlu, D., et al.
depression scores among adolescents and emergent adults inde- (2009). Health-risk correlates of video-game playing among adults. American
Journal of Preventive Medicine, 37, 299–305.
pendent of the total time spent playing. Our results thus extend Werner, H., Molinari, L., Guyer, C., & Jenni, O.-G. (2008). Agreement rates between
previous research on the risks of computer game playing for actigraphy, diary, and questionnaire for children’s sleep patterns. Archives of
adjustment in adolescence and emergent adulthood by emphasiz- Pediatrics & Adolescent Medicine, 162, 350–358.
Wolfson, A. R., & Carskadon, M. A. (1998). Sleep schedules and daytime functioning
ing the role of the circadian timing of computer game playing.
in adolescents. Child Development, 69, 875–887.
World Medical Association (2008). World Medical Association Declaration of
References Helsinki: Ethical principles for medical research involving human subjects.
6th revision, pp. 1-5.
Backhaus, J., & Riemann, D. (1996). Schlafstörungen bewältigen [Coping with sleeping
disorders]. Weinheim: Beltz Psychologie Verlags Union.

You might also like