İlhan, Ayşe Ezgi

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Name Variants
Ilhan, A. Ezgi
I., Ayse Ezgi
I.,Ayse Ezgi
A.E.İlhan
İlhan,A.E.
A., Ilhan
A.E.Ilhan
İ.,Ayşe Ezgi
Ilhan,A.E.
İlhan, Ayşe Ezgi
Ayse Ezgi, Ilhan
Ayşe Ezgi, İlhan
A.,İlhan
Ilhan, Ayse Ezgi
Job Title
Doktor Öğretim Üyesi
Email Address
ezgi.ilhan@atilim.edu.tr
Main Affiliation
Industrial Design
Status
Former Staff
Website
ORCID ID
Scopus Author ID
Turkish CoHE Profile ID
Google Scholar ID
WoS Researcher ID

Sustainable Development Goals

SDG data is not available
This researcher does not have a Scopus ID.
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Scholarly Output

2

Articles

1

Views / Downloads

4/0

Supervised MSc Theses

0

Supervised PhD Theses

0

WoS Citation Count

8

Scopus Citation Count

11

Patents

0

Projects

0

WoS Citations per Publication

4.00

Scopus Citations per Publication

5.50

Open Access Source

0

Supervised Theses

0

JournalCount
Entertainment Computing1
Intelligent Systems Conference (IntelliSys) -- SEP 06-07, 2018 -- London, ENGLAND1
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Scholarly Output Search Results

Now showing 1 - 1 of 1
  • Article
    Citation - WoS: 7
    Citation - Scopus: 10
    Improving Sleep-Wake Behaviors Using Mobile App Gamification
    (Elsevier Sci Ltd, 2022) Ilhan, Ayse Ezgi; Sener, Bahar; Hacihabiboglu, Huseyin
    Gamification can be used to encourage people to perform challenging tasks. Gamification can also be useful in altering unwanted habits and enhancing subjective well-being. Everyday health is affected by sleep-wake habits to a significant extent. Therefore, we can come across gamified products and mobile applications related to subjective well-being and sleep/wake activities. This paper presents a study investigating whether gamification can be used to affect sleep-wake behaviors in a positive way. The paper presents a quantified relationship between wake-up, go-to-sleep, work (start) hours and gamified features. For this purpose, a gamified mobile alarm clock application called the Sleepy Bird was designed, created and tested in a user study. The study included twenty-six participants in an A-B experimental set-up: thirteen participants using a gamified version and thirteen participants using a non-gamified version of the app for two weeks. The participants who used the non-gamified version had a poorer motivation to begin their day at the required times in comparison to those who used the gamified version. It was also observed that gamification made favorable modifications to participants' sleep-wake behaviors.