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  • Article
    Citation - WoS: 26
    Citation - Scopus: 25
    How Can the Subjective Well-Being of Nurses Be Predicted? Understanding the Mediating Effect of Psychological Distress, Psychological Resilience and Emotional Exhaustion
    (Emerald Group Publishing Ltd, 2022) Anasori, Elham; Kucukergin, Kemal Gurkan; Soliman, Mohammad; Tulucu, Fadime; Altinay, Levent
    Purpose This paper aims to examine the relationships among work-family conflict (WFC), cognitive regulation, psychological resilience (PR), psychological distress (PD), emotional exhaustion (EE) and subjective well-being (SWB) in a very complex model based on job demands-resources. Also, mediator roles of PD, PR and EE are analyzed. Design/methodology/approach Data for the study were collected from 158 full-time nurses working in two hospitals in North Cyprus. Partial Least Squares-Structural Equation Modelling (PLS-SEM) was used to test the model. Findings The authors' findings reveal that cognitive emotion regulation reduces employees' WFC. WFC also has a negative effect on employees' SWB directly and through the mediating role of EE. However, the role of PR in the relationship between cognitive emotion regulation and PD was not significant. Originality/value The study adds the original views for hospitals and service providers to recognize the factors which exert detrimental effects on employees' mental health and also the factors which help them to tackle the harsh situation specifically in the time of crisis. Theoretical and practical implications are provided in the study.
  • 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.