Yavuz, Emre, Gahnstrom, Christoffer J., Goodroe, Sarah, Coutrot, Antoine, Hornberger, Michael ORCID: https://orcid.org/0000-0002-2214-3788, 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 |
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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 |
Related URLs: | |
Depositing User: | LivePure Connector |
Date Deposited: | 16 May 2024 12:30 |
Last Modified: | 22 May 2024 11:30 |
URI: | https://ueaeprints.uea.ac.uk/id/eprint/95231 |
DOI: | 10.1038/s41598-024-52662-8 |
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