2022
DOI: 10.1016/j.entcom.2021.100454
|View full text |Cite
|
Sign up to set email alerts
|

Improving Sleep-Wake Behaviors Using Mobile App Gamification

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2

Citation Types

0
2
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
2
2
1

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 21 publications
0
2
0
Order By: Relevance
“…On the other hand, previous studies also explored objective data on gaming as well as of app categories. In the case of gaming, researchers explored gaming data for purposes such as exploring the feasibility of gamification in having a positive impact on sleep-wake [12], exploring patterns in Games playing behavior [8], to distinguish the gaming events from the sensor-collected data [30], to assess problematic internet use [31], and to find out the factors related with underreported playing time [32]. In a recent study [18], researchers used both subjective and objective data from an online chess platform to explore the relationship with problematic effects (e.g., disrupted sleep).…”
Section: Introductionmentioning
confidence: 99%
“…On the other hand, previous studies also explored objective data on gaming as well as of app categories. In the case of gaming, researchers explored gaming data for purposes such as exploring the feasibility of gamification in having a positive impact on sleep-wake [12], exploring patterns in Games playing behavior [8], to distinguish the gaming events from the sensor-collected data [30], to assess problematic internet use [31], and to find out the factors related with underreported playing time [32]. In a recent study [18], researchers used both subjective and objective data from an online chess platform to explore the relationship with problematic effects (e.g., disrupted sleep).…”
Section: Introductionmentioning
confidence: 99%
“…Researchers (Ponce et al 2020) used gamification to enable customers to save energy by engaging and motivating through dynamic interfaces. Furthermore, researchers (Ilhan et al 2020) used gamification to motivate users to control their bedtime routine. Meanwhile, researchers (AlSkaif et al 2018) emphasized the fact that smart metering systems do not always encourage residential customers to use energy more sustainably.…”
Section: Introductionmentioning
confidence: 99%