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Prevalence and Factors Associated with Poor Subjective Sleep Quality Among Electronic Sports Players

A Cross-Sectional Study

Bibliographic Data

ID22007158
AuthorsTakafumi Monma (0000-0001-5287-5771, University of Tsukuba, corresponding author), Takashi Matsui (0000-0001-9442-9649, University of Tsukuba, corresponding author), Shoya Koyama (Bunkyo University), Hiromasa Ueno (0000-0002-4369-5733, Bunkyo University), Junichi Kagesawa (NTT (Japan)), Chisato Oba (Middle East Institute of Japan), Kentaro Nakamura (0000-0001-9115-589X, Middle East Institute of Japan), Hideki Takagi (0000-0001-8797-7014, University of Tsukuba), Fumi Takeda (0000-0002-4900-1114, University of Tsukuba)
Year2026
Volume16
Issue2
Publication date2026-04-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSAGE Open (JOURNAL)
Journal identifiersISSN: 2158-2440 • E-ISSN: 2158-2440
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/21582440261420180
OpenAlexW7163417804
LanguageEN
References cited43

Sleep plays a crucial role in cognitive ability and electronic sports (esports) performance. Although gamers are often known for having poor sleep conditions, few studies have investigated sleep quality among electronic sports players. This study aimed to clarify the prevalence of poor subjective sleep quality among esports players, including the differences between professionals and amateurs, as well as the associated factors in esports activities. A web-based cross-sectional survey was conducted to professional and amateur esports players. The survey included attributes (age, gender, living arrangement, and esports level), subjective sleep quality, and esports activities (device, career duration, playing frequency by time of day, playing time per day on weekdays and holidays, distance between the screen and face, and food and beverage consumption during play). The analysis focused on 90 participants (35 professionals, 55 amateurs; mean age, 22.4 ± 6.6 years) who provided complete responses. The proportion of esports players with poor sleep quality was 43.3%, indicating that a relatively large proportion experienced poor subjective sleep quality. No statistical differences in poor sleep quality were observed between the professional and amateur players. However, professionals had statistically later bedtimes and wake-up times and longer sleep time than amateurs. Attribute-adjusted modified Poisson regression with robust error variance showed statistical associations between playing esports during 3:00 to 5:59 AM and 6:00 to 8:59 AM and poor subjective sleep quality. However, only a few players were active during these hours. Further investigation is needed into the factors beyond esports activities that affect sleep quality

Amateur · Chronotype · Poisson regression · Sleep quality · Digital Mental Health Interventions · Impact of Technology on Adolescents · Sleep and related disorders

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Highly citedNo

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