Shorter self-reported sleep duration is associated with worse virtual spatial navigation performance in men

Yavuz, Emre, Gahnstrom, Christoffer J., Goodroe, Sarah, Coutrot, Antoine, Hornberger, Michael, Lazar, Alpar S. and Spiers, Hugo J. (2024) Shorter self-reported sleep duration is associated with worse virtual spatial navigation performance in men. Scientific Reports, 14. ISSN 2045-2322

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Abstract

Sleep has been shown to impact navigation ability. However, it remains unclear how different sleep-related variables may be independently associated with spatial navigation performance, and as to whether gender may play a role in these associations. We used a mobile video game app, Sea Hero Quest (SHQ), to measure wayfinding ability in US-based participants. Wayfinding performance on SHQ has been shown to correlate with real-world wayfinding. Participants were asked to report their sleep duration, quality, daytime sleepiness and nap frequency and duration on a typical night (n = 766, 335 men, 431 women, mean age = 26.5 years, range = 18–59 years). A multiple linear regression was used to identify which self-reported sleep variables were independently associated with wayfinding performance. Shorter self-reported sleep durations were significantly associated with worse wayfinding performance in men only. Other self-reported sleep variables showed non-significant trends of association with wayfinding performance. When removing non-typical sleepers (< 6 or > 9 h of sleep on a typical night), the significant association between sleep duration and spatial navigation performance in men was no longer present. These findings from U.S.-based participants suggest that a longer self-reported sleep duration may be an important contributor to successful navigation ability in men.

Item Type: Article
Additional Information: Data availability: A dataset containing the preprocessed trajectory lengths and demographic information is available at https://osf.io/d5q4r/. We also set up a portal where researchers can invite a targeted group of participants to play SHQ and generate data about their spatial navigation capabilities: https://seaheroquest.alzheimersresearchuk.org/. Those invited to play the game will be sent a unique participant key, generated by the SHQ system according to the criteria and requirements of a specific project decided by the experimenter. Access to the portal will be granted for non-commercial purposes. Future publications based on this dataset should add ‘Sea Hero Quest Project’ as a co-author. Code availability: The code used to produce this data is accessible at: https://osf.io/d5q4r/. Funding information: This research is part of the Sea Hero Quest initiative funded and supported by Deutsche Telekom. Alzheimer’s Research UK (ARUKDT2016-1) funded the analysis; Glitchers designed and produced the game; and Saatchi and Saatchi London managed its creation. EY was funded by The Leverhulme Trust. Dr Lazar was supported by funding from the UKRI (ES/W006367/1) and The Wellcome Trust (207799_Z_17_Z).
Faculty \ School: Faculty of Medicine and Health Sciences > Norwich Medical School
Faculty of Medicine and Health Sciences > School of Health Sciences
UEA Research Groups: Faculty of Medicine and Health Sciences > Research Centres > Norwich Institute for Healthy Aging
Faculty of Medicine and Health Sciences > Research Groups > Mental Health
Faculty of Medicine and Health Sciences > Research Centres > Lifespan Health
Faculty of Medicine and Health Sciences > Research Groups > Dementia & Complexity in Later Life
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Depositing User: LivePure Connector
Date Deposited: 16 May 2024 12:30
Last Modified: 06 Feb 2025 11:57
URI: https://ueaeprints.uea.ac.uk/id/eprint/95231
DOI: 10.1038/s41598-024-52662-8

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