Creating Awareness of Sleep Wake Hours by Gamification

Gamification can be used to motivate people to carry out hard-to- perform 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.


Improving Sleep-Wake Behaviors Using Mobile App Gamification
İlhan, Ezgi; Şener Pedgley, Bahar; Hacıhabiboğlu, Hüseyin (2022-01-01)
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...
Short-term modification of sleep-wake habits by gamification: a user study
İlhan, Ayşe Ezgi; Şener Pedgley, Bahar; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2015)
Gamification is used as a tool to persuade and motivate people to achieve hard-to-perform tasks through the use of game mechanics. It can help to change people’s habits in a positive direction, thus to get subjective well-being in the long run. Sleep-wake behaviors are important determinants of a day-to-day well-being. Management of sleep-wake habits of individuals is a potential area that can benefit from gamification. This study aimed to find out whether it was possible to modify sleep-wake habits using g...
Happiness-related qualities of mobile apps for physical activity
Işık, Hande; Erbuğ, Çiğdem (2019-4-4)
Many studies concentrate on the use of persuasive technology to encourage people for active lifestyles, yet it is a design challenge to create intrinsic motivation for users to increase or maintain healthy behaviour. Building upon the relationship between happiness and staying active, this paper presents design qualities perceived as a source of happiness. The study empirically examines data gathered from semi-structured, in-depth interviews of 20 people between the ages of 20 and 30. It applies content ana...
Collaboration and free-riding in team contests
Büyükboyacı Hanay, Mürüvvet İlknur (2017-12-01)
The organization of team contests can enhance productivity if teammates with complementary skills are able to allocate the team's tasks efficiently, but can also suffer from free-riding incentives. We report the results of a real-effort experiment in which production requires the completion of two complementary tasks, at which workers have heterogeneous skills. We vary whether participants: compete individually; compete in teams where each member must complete each task; or compete in teams where the agents...
Effective Communicatıon Of User Research Outcomes In Design For Well-Being: Adaptation Of The Design Well-Being Matrix In A Pregnancy Case
Günay, Aslı (Middle East Technical University, Faculty of Architecture, 2020-6-30)
Effective communication of user research deliverables plays a crucial role during all design processes to effectively and meaningfully inform design decisions. As newly introduced materials, such as frameworks and tools, in emergent fields are actually mediums for communicating information in different phases of research, effective communication of them would foster the development of a shared and established language, and thus, robust progression of these fields. This paper investigates effective communica...
Citation Formats
A. E. İLHAN, B. Şener Pedgley, and H. Hacıhabiboğlu, “Creating Awareness of Sleep Wake Hours by Gamification,” 2016, Accessed: 00, 2020. [Online]. Available: