Prevalence and Factors Associated with Poor Subjective Sleep Quality Among Electronic Sports Players
A Cross-Sectional Study
Bibliographic Data
| ID | 22007158 |
|---|---|
| Authors | Takafumi 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) |
| Year | 2026 |
| Volume | 16 |
| Issue | 2 |
| Publication date | 2026-04-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | SAGE Open (JOURNAL) |
| Journal identifiers | ISSN: 2158-2440 • E-ISSN: 2158-2440 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/21582440261420180 |
| OpenAlex | W7163417804 |
| Language | EN |
| References cited | 43 |
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
Measuring Subjective Sleep Quality
Alternatives for logistic regression in cross-sectional studies
A Modified Poisson Regression Approach to Prospective Studies with Binary Data
Controlling the False Discovery Rate
The Pittsburgh sleep quality index
Physical and psychological factors related to player's health and performance in esports
Demographics and Health Behavior of Video Game and eSports Players in Germany
Sleep Characteristics and Mood of Professional Esports Athletes
Evaluation of a Brief Sleep Intervention Designed to Improve the Sleep, Mood, and Cognitive Performance of Esports Athletes
Late-Night Digital Media Use in Relation to Chronotype, Sleep and Tiredness on School Days in Adolescence
Sleep Characteristics in Esport Players and Associations With Game Performance
On the Digital Playing Field
| Citation velocity | historical |
|---|---|
| Highly cited | No |