Improving Sleep-Wake Behaviors Using Mobile App Gamification

dc.authorid Hacihabiboglu, Huseyin/0000-0002-5399-0162
dc.authorid Ilhan, Ezgi/0000-0002-5016-0948
dc.authorscopusid 57204780722
dc.authorscopusid 24382121400
dc.authorscopusid 14022794500
dc.authorwosid Hacihabiboglu, Huseyin/P-8638-2014
dc.authorwosid Ilhan, Ezgi/KDO-1771-2024
dc.contributor.author Ilhan, Ayse Ezgi
dc.contributor.author Sener, Bahar
dc.contributor.author Hacihabiboglu, Huseyin
dc.contributor.other Industrial Design
dc.date.accessioned 2024-07-05T15:19:52Z
dc.date.available 2024-07-05T15:19:52Z
dc.date.issued 2022
dc.department Atılım University en_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, Turkey en_US
dc.description Hacihabiboglu, Huseyin/0000-0002-5399-0162; Ilhan, Ezgi/0000-0002-5016-0948 en_US
dc.description.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. en_US
dc.identifier.citationcount 1
dc.identifier.doi 10.1016/j.entcom.2021.100454
dc.identifier.issn 1875-9521
dc.identifier.issn 1875-953X
dc.identifier.scopus 2-s2.0-85113285865
dc.identifier.scopusquality Q2
dc.identifier.uri https://doi.org/10.1016/j.entcom.2021.100454
dc.identifier.uri https://hdl.handle.net/20.500.14411/2027
dc.identifier.volume 40 en_US
dc.identifier.wos WOS:000701780400007
dc.identifier.wosquality Q2
dc.institutionauthor İlhan, Ayşe Ezgi
dc.language.iso en en_US
dc.publisher Elsevier Sci Ltd en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/closedAccess en_US
dc.scopus.citedbyCount 6
dc.subject Gamification en_US
dc.subject Subjective well-being en_US
dc.subject Sleep-wake behaviors en_US
dc.subject Behavior change en_US
dc.title Improving Sleep-Wake Behaviors Using Mobile App Gamification en_US
dc.type Article en_US
dc.wos.citedbyCount 3
dspace.entity.type Publication
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relation.isOrgUnitOfPublication 41af84bf-86b1-4b57-bac4-7fdf6b3096de
relation.isOrgUnitOfPublication.latestForDiscovery 41af84bf-86b1-4b57-bac4-7fdf6b3096de

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