Background
Methods
Results
Strengths and Limitations
Discussion
100
During puberty, how do circadian rhythms change?
They become increasingly delayed
100
Name 2 characteristics of the sample
Possibilities: All-male, adolescents, 13 participants, normal sleepers, no serious medical issues
100
Adolescence fell asleep during the ______ condition.
DVD watching
100
True or False: This is the first study in video game-sleep research to utilize participants' preferred/demonstrated bedtimes.
True
100
Is watching TV as stimulating as playing a video game? Why or why not?
Open-ended.
200
According to past research, what are the potential implications in reduction of SWS and/or REM?
Memory consolidation
200
How were participants chosen?
By convenience
200
True or False: All adolescents reported feeling less subjectively sleepy after playing the video game.
Answer: False
200
What's one reason the sleep architecture data may be insignificant?
Only 9 of 13 adolescents had data recorded.
200
What quality of sleeper is not represented in this sample? What would the effects studied be on these sleepers?
Poor sleepers. They may respond more dramatically to video game playing than normal sleepers.
300
According to Mathiak and Weber, what is a moderator between arousal and impaired sleep?
Cognitive alertness
300
What 2 subjective measures were employed in the study?
Sleep diaries and the Stanford Sleepiness Scale (Subjective Sleepiness)
300
True or False: Presleep video game playing lead to a decrease in subjective sleepiness relative to control
Answer: True
300
What's one limitation of the experimental condition?
1. Only one, isolated 50 minute game playing period 2. Convenience recruiting does not allow for control of whether participants play regularly or not (no random sampling)
300
What confounding variables may have influenced results in this study? Explain and be specific about which results would have changed.
Open-ended.
400
Cross-sectional research has linked stimulating nighttime video-game playing by adolescents to _______, _______, _______. (3 Possibilities, give 2)
1. Later Bedtimes 2. Insufficient Sleep 3. Increased Daytime Tiredness
400
What video game was chosen and why?
Call of Duty 4: Modern Warfare In line with other violent games used in past studies
400
There were _____ interactions between heart rate, time, and condition, according to the ANOVA analysis of physiological arousal and alertness.
No
400
What was used as an alternative to fMRI to measure cognitive alertness changes (and why)?
Alpha power, it's cheaper!
400
How might random sampling have affected the results of this study? Explain.
Open-ended.
500
True or False: Previous research has found that video game playing results in increased physiologic arousal when using heart rate as an index.
Answer: True
500
What measurement technique was used to determine SOL, cognitive alertness, and sleep architecture?
Polysomnography
500
With respect to the gaming condition, the first REM period was ______ than in the DVD condition.
The same
500
Why were the heart rate measurements potentially compromised?
There was a lag that prevented parallel measurement of heart rate and game playing.
500
How might watching a violent DVD (rather than The March of the Penguins) have affected differences between control and experimental conditions? Explain. If participants were able to choose their own DVD (affecting emotional investment) how do you think results would have changed? Explain.
Open-ended.
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