Improving Sleep-Wake Behaviors Using Mobile App Gamification

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 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.
ENTERTAINMENT COMPUTING

Suggestions

Creating Awareness of Sleep Wake Hours by Gamification
İLHAN, AYŞE EZGİ; Şener Pedgley, Bahar; Hacıhabiboğlu, Hüseyin (2016-04-11)
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 us...
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...
Swarm robotics: From sources of inspiration to domains of application
Şahin, Erol (2005-01-01)
Swarm robotics is a novel approach to the coordination of large numbers of relatively simple robots which takes its inspiration from social insects. This paper proposes a definition to this newly emerging approach by 1) describing the desirable properties of swarm robotic systems, as observed in the system-level functioning of social insects, 2) proposing a definition for the term swarm robotics, and putting forward a set of criteria that can be used to distinguish swarm robotics research from other multi-r...
Enacting individual ambidexterity in design entrepreneurship
Kaygan, Pinar; Wasti Pamuksuz, Syeda Nazlı; Alptekin, Irem Dilek (2023-01-01)
Design demands achieving a balance between creative and routine activities. This balance is vital to ensure the survival and prosperity of design entrepreneurs' businesses. This paper examines how design entrepreneurs enact individual ambidexterity to carry out both creative (exploration) and routine (exploitation) activities in their own businesses. Empirically, it draws on interviews with 23 designers who founded micro businesses, where they carry out design, production, marketing, and sales activities. O...
Citation Formats
E. İlhan, B. Şener Pedgley, and H. Hacıhabiboğlu, “Improving Sleep-Wake Behaviors Using Mobile App Gamification,” ENTERTAINMENT COMPUTING, vol. 40, pp. 1–29, 2022, Accessed: 00, 2021. [Online]. Available: https://www.sciencedirect.com/science/article/abs/pii/S1875952121000513.