Daily short-video watching and online gaming were associated with lower likelihood of insufficient sleep, while daily online shopping was associated with higher likelihood of insufficient sleep among Chinese children and adolescents, with associations varying across demographic subgroups.
Key Findings
Results
Daily short-video watching was associated with a 36% lower likelihood of insufficient sleep compared to never watching short videos.
OR = 0.64, 95% CI: 0.49–0.84
Sample: 3,309 children and adolescents aged 10–18 years from China Family Panel Studies (CFPS) 2020–2022, including 1,526 females
Insufficient sleep was defined as less than 8 hours of average daily sleep
SSB frequencies were categorized as No, Occasional, or Daily
Results
Daily online shopping was associated with a 24% higher likelihood of insufficient sleep compared to never using online shopping.
OR = 1.24, 95% CI: 1.03–1.49
This association was described as particularly notable among elementary and junior high school students
Analysis used generalized linear logistic regression models
Online shopping was one of five SSB activities examined
Results
Daily online gaming was associated with a 19% lower likelihood of insufficient sleep compared to never playing online games.
OR = 0.81, 95% CI: 0.67–0.99
The protective association was described as particularly present in specific subgroups including males, rural residents, and junior high school students
This finding contrasts with assumptions that gaming universally disrupts sleep
Results
No significant associations were found between insufficient sleep and WeChat usage or online learning.
Five SSB activities were assessed: online gaming, WeChat usage, short-video watching, online shopping, and online learning
WeChat and online learning were the two activities showing null associations with sleep insufficiency
Generalized linear logistic regression models were used for all analyses
Results
Associations between screen-based sedentary behaviors and insufficient sleep varied across demographic subgroups including gender, educational level, and urban-rural residence.
Subgroup analyses were conducted to examine heterogeneous effects across genders, educational levels, and urban-rural residence
Protective associations for short-video watching and online gaming were particularly observed among males, rural residents, and junior high school students
Risk association for online shopping was especially notable among elementary and junior high school students
The study included participants aged 10–18 years, spanning elementary through high school levels
Methods
The study drew on a large nationally representative dataset of Chinese children and adolescents collected across 2020–2022.
Data were drawn from the China Family Panel Studies (CFPS) 2020–2022
Total sample: 3,309 children and adolescents aged 10–18 years
1,526 participants were female
Sleep was measured by self-reported average daily sleep duration
What This Means
This research suggests that not all types of screen-based activities affect children's sleep in the same way. Among over 3,300 Chinese children and teenagers aged 10–18, researchers found that watching short videos and playing online games daily were actually associated with a lower chance of getting insufficient sleep (less than 8 hours), while daily online shopping was linked to a higher chance of not sleeping enough. Activities like using WeChat (a messaging app) or engaging in online learning showed no meaningful relationship with sleep duration.
The study also found that these associations were not the same for all groups of children. For example, the potential sleep benefits associated with short videos and gaming were more prominent among boys, rural residents, and middle school students, while the negative association with online shopping was especially notable among younger, elementary and middle school students. This suggests that the relationship between screen time and sleep is more nuanced than a simple 'more screen time equals less sleep' message.
This research matters because it highlights that different types of digital activities may have distinct effects on children's sleep, and that one-size-fits-all screen time guidelines may not capture this complexity. Future efforts to protect children's sleep health might benefit from focusing specifically on the types of screen activities children engage in, and tailoring guidance to different groups such as age, gender, and whether children live in urban or rural areas.
Chen W, Xue Q, Zhang J, Wang Q, Guo M. (2026). Associations between different types of screen-based sedentary behavior and sleep among Chinese children and adolescents.. Frontiers in public health. https://doi.org/10.3389/fpubh.2025.1644890