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  • Article
    Citation - WoS: 4
    Citation - Scopus: 6
    Kiyaslio: a Gamified Mobile Crowdsourcing Application for Tracking Price Dispersion in the Grocery Retail Market
    (Emerald Group Publishing Ltd, 2022) Macakoglu, Sevval Seray; Cinar, Burcu Alakus; Peker, Serhat
    Purpose In the recent years, the rapid growth of the grocery retailing industry has created a great heterogeneity in prices across sellers in the market. Online price comparison agents which are key mechanisms to solve this problem by providing prices from different sellers. However, there are many sellers in the grocery industry do not offer online service, and so it is impossible to automatically retrieve price information from such grocery stores. In this manner, crowdsourcing can become an essential source of information by collecting current price data from shoppers. Therefore, this paper aims to propose Kiyaslio, a gamified mobile crowdsourcing application that provides price information of products from different grocery markets. Design/methodology/approach Kiyaslio has been developed through leveraging the power of crowdsourcing technology. Game elements have also been used to increase the willingness of users to contribute on price data entries. The proposed application is implemented using design science methodology, and it has been evaluated through usability testing by two well-known techniques which are the system usability scale and the net promoter score. Findings The results of the usability tests indicate that participants find Kiyaslio as functional, useful and easy to use. These findings prove its applicability and user acceptability. Practical implications The proposed platform supports crowd sourced data collection and could be effectively used as a tool to support shoppers to easily access current market product prices. Originality/value This paper presents a mobile application platform for tracking current prices in the grocery retail market whose strength is based on the crowdsourcing concept and incorporation of game elements.
  • 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.
  • Article
    Citation - WoS: 5
    Citation - Scopus: 5
    Evaluation of an Industrial Case of Gamification in Software Quality Improvement
    (Serious Games Soc, 2023) Say, Bilge; Altunel, Haluk; Kosa, Mehmet; Koca-Atabey, Muejde
    The value of industrial-scale gamification interventions for improving software quality is a topic of interest for software engineering research; but it has not frequently been analysed from the perspective of the developer's experiences. The objective of this study is to qualitatively evaluate developers' experiences in a team-based, leaderboard-style gamification intervention in a large software house. To understand the dynamics of positive outcomes in improving code security and quality, semi structured interviews were conducted regarding both technical and psychosocial aspects. Eight members of three different leaderboard teams with different standings in the final leaderboard were interviewed, and the transcripts were examined using Interpretive Phenomenological Analysis. The results showed that the gamification intervention did result in positive individual and team-based awareness and behaviour change in a range of technical practices such as unit testing, code reviewing, and design. Post intervention, the participants discussed how their motivation, sense of belonging, and communication improved, also expressing concerns over attainability and fairness of gamification goals and relevance to existing workload. The experiential perspective emerging from analysed themes gives broader insights in technical and socio-psychological dimensions than available in the current literature.