Should we gamify things like sleep?

Image: Pokemon Sleep

I have been seeing more and more content and tools to super optimise ourselves.

I think in some cases they could be useful, but they can also have unintended consequences.

Take Pokemon Sleep for example, I just downloaded it this morning to have a look at the mechanics (may do a larger breakdown in the next days) and behavior strategies/ gamification they use.

One thing that could be seen as a spillover/unintended consequence is people getting obsessed with sleeping as much as possible and perhaps in the process, taking or abusing sleeping pills 💊 so they can beat their friends at the game.

These are things we have to be mindful of, when designing for behaviour and especially for health behavior.


As I said, I still have not gone deep into the game, but that has already stood out for me.

What do you think 🤔?

Robert

Previous
Previous

The CUBES toolkit aims to enhance understanding and enable people's behaviors.

Next
Next

How can we help employees be empowered?