Improving Sleep-Wake Behaviors Using Mobile App Gamification

dc.authoridHacihabiboglu, Huseyin/0000-0002-5399-0162
dc.authoridIlhan, Ezgi/0000-0002-5016-0948
dc.authorscopusid57204780722
dc.authorscopusid24382121400
dc.authorscopusid14022794500
dc.authorwosidHacihabiboglu, Huseyin/P-8638-2014
dc.authorwosidIlhan, Ezgi/KDO-1771-2024
dc.contributor.authorİlhan, Ayşe Ezgi
dc.contributor.authorSener, Bahar
dc.contributor.authorHacihabiboglu, Huseyin
dc.contributor.otherIndustrial Design
dc.date.accessioned2024-07-05T15:19:52Z
dc.date.available2024-07-05T15:19:52Z
dc.date.issued2022
dc.departmentAtılım Universityen_US
dc.department-temp[Ilhan, Ayse Ezgi] Atilim Univ, Dept Ind Design, TR-06830 Ankara, Turkey; [Ilhan, Ayse Ezgi; Hacihabiboglu, Huseyin] Middle East Tech Univ, Dept Modeling & Simulat, Ankara, Turkey; [Sener, Bahar] Middle East Tech Univ, Dept Ind Design, Ankara, Turkeyen_US
dc.descriptionHacihabiboglu, Huseyin/0000-0002-5399-0162; Ilhan, Ezgi/0000-0002-5016-0948en_US
dc.description.abstractGamification 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.en_US
dc.identifier.citation1
dc.identifier.doi10.1016/j.entcom.2021.100454
dc.identifier.issn1875-9521
dc.identifier.issn1875-953X
dc.identifier.scopus2-s2.0-85113285865
dc.identifier.scopusqualityQ2
dc.identifier.urihttps://doi.org/10.1016/j.entcom.2021.100454
dc.identifier.urihttps://hdl.handle.net/20.500.14411/2027
dc.identifier.volume40en_US
dc.identifier.wosWOS:000701780400007
dc.identifier.wosqualityQ2
dc.language.isoenen_US
dc.publisherElsevier Sci Ltden_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectGamificationen_US
dc.subjectSubjective well-beingen_US
dc.subjectSleep-wake behaviorsen_US
dc.subjectBehavior changeen_US
dc.titleImproving Sleep-Wake Behaviors Using Mobile App Gamificationen_US
dc.typeArticleen_US
dspace.entity.typePublication
relation.isAuthorOfPublicationd9eeb810-974e-47de-af06-6f8b9a7c836e
relation.isAuthorOfPublication.latestForDiscoveryd9eeb810-974e-47de-af06-6f8b9a7c836e
relation.isOrgUnitOfPublication41af84bf-86b1-4b57-bac4-7fdf6b3096de
relation.isOrgUnitOfPublication.latestForDiscovery41af84bf-86b1-4b57-bac4-7fdf6b3096de

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