Creating Awareness of Sleep-Wake Hours by Gamification

dc.authorscopusid57204780722
dc.authorscopusid24382121400
dc.authorscopusid14022794500
dc.contributor.authorIlhan,E.
dc.contributor.authorSener,B.
dc.contributor.authorHacihabiboğlu,H.
dc.date.accessioned2024-07-05T15:44:37Z
dc.date.available2024-07-05T15:44:37Z
dc.date.issued2016
dc.departmentAtılım Universityen_US
dc.department-tempIlhan E., Department of Industrial Design, Atilim University, Ankara, Turkey; Sener B., Department of Industrial Design, Middle East Technical University, Ankara, Turkey, School of Engineering, University of Liverpool, Liverpool, United Kingdom; Hacihabiboğlu H., Department of Modeling and Simulation, Middle East Technical University, Ankara, Turkeyen_US
dc.descriptionAustrain Institute of Technology; Center for Human-Computer Interaction Department of Computer Science; Universitat Salzburgen_US
dc.description.abstractGamification can be used to motivate people to carry out hard-toperform tasks. It can help in changing undesirable habits and in improving a person’s subjective well-being. Sleep-wake behaviors are important determinants of day-to-day well-being. This study aims to find out whether it is possible to modify sleep-wake habits using gamification. To this end, a gamified alarm clock app, Sleepy Bird, was designed and tested in a user study with thirteen participants using gamified and thirteen participants using non-gamified versions for two weeks. The results indicate that the participants of the gamified version were more motivated to start the day at required times than the participants of the non-gamified version. The participants of the gamified version were also observed to have made desirable modifications to their sleep-wake habits. © Springer International Publishing Switzerland 2016.en_US
dc.identifier.citationcount4
dc.identifier.doi10.1007/978-3-319-31510-2_11
dc.identifier.endpage133en_US
dc.identifier.isbn978-331931509-6
dc.identifier.issn0302-9743
dc.identifier.scopus2-s2.0-84961696461
dc.identifier.startpage122en_US
dc.identifier.urihttps://doi.org/10.1007/978-3-319-31510-2_11
dc.identifier.urihttps://hdl.handle.net/20.500.14411/3798
dc.identifier.volume9638en_US
dc.language.isoenen_US
dc.publisherSpringer Verlagen_US
dc.relation.ispartofLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) -- 11th International Conference on Persuasive Technology, PERSUASIVE 2016 -- 5 April 2016 through 7 April 2016 -- Salzburg -- 172429en_US
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.scopus.citedbyCount4
dc.subjectGamificationen_US
dc.subjectHabit modificationen_US
dc.subjectSleep-wake habitsen_US
dc.subjectSubjective well-beingen_US
dc.titleCreating Awareness of Sleep-Wake Hours by Gamificationen_US
dc.typeConference Objecten_US
dspace.entity.typePublication

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