Improving Sleep-Wake Behaviors Using Mobile App Gamification

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Date

2022

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Elsevier Sci Ltd

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Organizational Unit
Industrial Design
(2009)
World Design Organization, of which we are an institutional member, defines industrial design in a nutshell as “a trans-disciplinary profession that harnesses creativity to resolve problems and co-create solutions with the intent of making a product, system, service, experience or a business, better.” Industrial designers place people at the heart of the process. They perceive user needs in depth through empathy and apply a pragmatic, user-centered problem solving process to design products, systems, services and experiences. They are the strategic shareholders of the innovation process and are in a unique position to bridge the gap between various professional disciplines and commercial interests. They value the economic, social and environmental effects of their work, as well as its contributions in the creation of a better quality of life. Founded in 2009, our department offers mandatory professional courses, technical courses and professional elective courses to prepare our students to become well-equipped and competitive in their business life.

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Abstract

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.

Description

Hacihabiboglu, Huseyin/0000-0002-5399-0162; Ilhan, Ezgi/0000-0002-5016-0948

Keywords

Gamification, Subjective well-being, Sleep-wake behaviors, Behavior change

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Volume

40

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