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Employee Profile

Dicle Berfin Köse

Assistant Professor - Department of Communication and Culture

Biography

Dr. Dicle Berfin Köse is an assistant professor in the Department of Communication and Culture, member of BI Centre for Creative Industries, and member of the Nordic Centre for Internet and Society. Previously, she worked as a postdoctoral researcher at Tampere University. She got her Ph.D. in the Information Systems Science field from the University of Jyväskylä (JYU), Finland. She holds a M.Sc. in Information Systems Science from JYU and a B.Sc. in Computer Engineering from Middle East Technical University, Turkiye. Prior to her studies at JYU, she worked in various roles in banking, software, and manufacturing industries. She received several grants from external foundations and the universities she studied at. She was a doctoral fellow at the Hawaii International Conference on System Sciences and published in international, peer-reviewed venues.

Dr. Dicle Berfin Köse's research interests include but are not limited to contextual, habitual, hedonic, and utilitarian use of information systems, gamification, social media services, mobile technologies, and social media data analytics.
She teaches classes in human-technology interaction and international business.

For more information, please visit her personal webpage.

Publications

Wallius, Eetu & Köse, Dicle Berfin (2024)

Fictional or Real? a review of how gamification types effect eco-driving on the road

Transportation Research Part F: Traffic Psychology and Behaviour, 107, s. 288- 300. Doi: 10.1016/j.trf.2024.08.036

This study reviews the research on the use of gamification in the eco-driving context. Through a systematic literature review (N=28), it analyzes the effectiveness of different gamification types (i.e., achievement, social, and fictional). Their effectiveness is investigated from a theory of affordances perspective, and gamification affordances, psychological outcomes, and behavioral outcomes are analyzed in detail in the reviewed corpus. The results show that achievement-oriented gamification is the most prominent type of gamification that has been studied and has shown largely positive results in improving energy-efficient driver behavior, such as reduced fuel consumption and acceleration. In contrast, there is little research on the effectiveness of social and fictional gamification. Additionally, there is a need for research to clarify the psychological effects of specific gamification affordances. In light of the current research, the study provides design implications as well as avenues for future research.

Köse, Dicle Berfin (2023)

Can cat videos harm your relationships? Hedonic and utilitarian content as technological antecedents of phubbing

Computers in Human Behavior, 149, s. 1- 10. Doi: 10.1016/j.chb.2023.107964 - Full text in research archive

This paper investigates how hedonic and utilitarian content consumption and the habitual use of social media, specifically Facebook, affect phubbing behavior. The research model was tested using a cross-sectional survey (N = 220) conducted via Prolific. The participants were chosen from among those who use Facebook as their most frequent social media service on their smartphones. The results showed that utilitarian content has a more prominent effect on phubbing than hedonic content. Furthermore, for females, hedonic content positively affects phubbing when it is consumed habitually, and the effect of habitual use on phubbing differs significantly between males and females. These results suggest that technological affordances can induce phubbing behavior differently between males and females and that social media providers should consider the customization of displayed content in a way that will not induce phubbing behavior. The results also provide implications for social contexts and different relationships. Accordingly, the consumption of hedonic and utilitarian social media content should be regulated (e.g., by parents, schools), and education regarding content consumption should be provided. This study contributes to phubbing research by providing a technological perspective on its antecedents.

Wallius, Eetu & Köse, Dicle Berfin (2023)

Gamified eco-driving: A systematic literature review

CEUR Workshop Proceedings, 3405, s. 184- 191.

Due to the ongoing social turmoil and the climate crisis, passenger road vehicles face increasing pressure to improve energy-efficiency. A central aspect of this endeavor is to motivate drivers to adopt a more energy-efficient driving style. In that respect, the use of information systems (IS) can be a game changer. Among motivational IS, especially gamification is a promising approach to encourage eco-driving as it has the potential to direct user behavior by providing positive experiences like those experienced when playing games. However, despite the emerging interest on gamified eco-driving, there is a lack of comprehensive understanding on how gamification has been applied in the eco-driving domain, hindering the understanding of how it should be designed in this context and what areas need further research inquiries. Therefore, this study synthesizes existing research on gamified eco-driving (17 studies) through a systematic literature review. Based on the results, performance-based and social gamification are most applied, while they aim at encouraging a relatively comprehensive set of different ecodriving behaviors by addressing the motivational hurdles related to eco-driving. We encourage future research endeavors to consider a wider variety of gamification types and be more transparent about the goals of implementing gamification and evaluate the psychological effects accordingly.

Köse, Dicle Berfin; Morschheuser, Benedikt & Hamari, Juho (2019)

Is it a tool or a toy? How user’s conception of a system’s purpose affects their experience and use

International Journal of Information Management, 49, s. 461- 474. Doi: 10.1016/j.ijinfomgt.2019.07.016

Köse, Dicle Berfin (2024)

Differences between Digital Natives and Digital Immigrants in Contextual Use

[Academic lecture]. Thirtieth Americas Conference on Information Systems.

Köse, Dicle Berfin (2023)

Can cat videos lead to phubbing? A Technological Antecedents Perspective

[Academic lecture]. The Norwegian Psychometrics Gathering.

Köse, Dicle Berfin & Mullins, Jeffrey K. (2023)

Beyond Dualism: The Duality of Work and Play in Information Systems

[Academic lecture]. 39th EGOS Colloquium.

Köse, Dicle Berfin (2023)

"Live the Moment Leave the Phone" a Content Consumption Perspective on Phubbing

[Academic lecture]. 73rd Annual ICA Conference.

Wallius, Eetu & Köse, Dicle Berfin (2023)

Gamified eco-driving: A systematic literature review

[Academic lecture]. Proceedings of the 7th International GamiFIN Conference.

Köse, Dicle Berfin (2022)

Technological Antecedents of Phubbing: A Hedonic and Utilitarian Content Perspective

[Academic lecture]. International Conference on Information Systems.

Köse, Dicle Berfin (2022)

Mindful Technology Interaction: A Habitual Use Perspective

[Academic lecture]. International Conference on Information Systems.

Academic Degrees
Year Academic Department Degree
2020 University of Jyväskylä PhD
Work Experience
Year Employer Job Title
2021 - 2021 University of Tampere Postdoctoral Fellow