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  • Article
    Citation - WoS: 7
    Citation - Scopus: 10
    Improving Sleep-Wake Behaviors Using Mobile App Gamification
    (Elsevier Sci Ltd, 2022) Ilhan, Ayse Ezgi; Sener, Bahar; Hacihabiboglu, Huseyin
    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.
  • Conference Object
    Citation - Scopus: 4
    Creating Awareness of Sleep-Wake Hours by Gamification
    (Springer Verlag, 2016) Ilhan,E.; Sener,B.; Hacihabiboğlu,H.
    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.
  • Article
    Citation - WoS: 2
    Citation - Scopus: 8
    The Savoring Beliefs Inventory: an Adaptation Study of The Sbi in The Turkish Cultural Context
    (Centro informazione Scientifica Economica Sociale-cises Srl, 2018) Metin-Orta, Irem; Department of Psychology
    Savoring is an individual propensity to focus on and enjoy past, current, and future positive events. It emerges as an important construct in promoting and boosting the intensity of positive affect. This study aims to examine the psychometric properties of the Savoring Beliefs Inventory (SBI) in a sample of Turkish university students. A total of 456 participants were administered measures of savoring beliefs, self-esteem, life satisfaction, perceived stress, positive and negative affectivity. The results showed that the SBI presents one-factor structure rather than the three-factor structure found in the past research. The scale yields good internal consistency. In addition, savoring beliefs are positively correlated with self-esteem, life satisfaction, and positive affectivity, while negatively correlating with perceived stress and negative affectivity. The present findings show that the SBI is a reliable and valid measure of individuals' beliefs about their capacity to savor positive experiences for a Turkish sample.