ScreenTimeBank-Increase good habits reduce bad habits

By Qing Lin Cai and Asst.Prof.Dr.Noppon Choosri
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Abstract

Excessive screen time among adolescents has become a global concern, leading to cognitive decline, physical inactivity, and psychological issues. Traditional screen-blocking applications often cause frustration and low adherence. This paper presents Screen Time Bank, a novel system that gamifies physical exercise by converting it into a digital currency ("Time Coins") which users spend to unlock entertainment applications. The system integrates real-time pedometer data, customizable exercise plans, and app usage control to motivate healthier habits through immediate rewards. We describe the system architecture, implementation details, and a user scenario demonstrating the "exercise-to-play" reward loop. Preliminary user feedback and usage data indicate increased physical activity and more mindful screen consumption. Future work includes comprehensive user testing and performance evaluation.