Creating Awareness of Sleep-Wake Hours by Gamification

dc.authorscopusid 57204780722
dc.authorscopusid 24382121400
dc.authorscopusid 14022794500
dc.contributor.author Ilhan,E.
dc.contributor.author Sener,B.
dc.contributor.author Hacihabiboğlu,H.
dc.date.accessioned 2024-07-05T15:44:37Z
dc.date.available 2024-07-05T15:44:37Z
dc.date.issued 2016
dc.department Atılım University en_US
dc.department-temp Ilhan 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, Turkey en_US
dc.description Austrain Institute of Technology; Center for Human-Computer Interaction Department of Computer Science; Universitat Salzburg en_US
dc.description.abstract Gamification 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.citationcount 4
dc.identifier.doi 10.1007/978-3-319-31510-2_11
dc.identifier.endpage 133 en_US
dc.identifier.isbn 978-331931509-6
dc.identifier.issn 0302-9743
dc.identifier.scopus 2-s2.0-84961696461
dc.identifier.startpage 122 en_US
dc.identifier.uri https://doi.org/10.1007/978-3-319-31510-2_11
dc.identifier.uri https://hdl.handle.net/20.500.14411/3798
dc.identifier.volume 9638 en_US
dc.language.iso en en_US
dc.publisher Springer Verlag en_US
dc.relation.ispartof Lecture 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 -- 172429 en_US
dc.relation.publicationcategory Konferans Öğesi - Uluslararası - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 4
dc.subject Gamification en_US
dc.subject Habit modification en_US
dc.subject Sleep-wake habits en_US
dc.subject Subjective well-being en_US
dc.title Creating Awareness of Sleep-Wake Hours by Gamification en_US
dc.type Conference Object en_US
dspace.entity.type Publication

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