MINI REVIEW article

Front. Sleep

Sec. Sleep and Circadian Rhythms

Volume 4 - 2025 | doi: 10.3389/frsle.2025.1607117

Sleep Hygiene Games and Gamification: Where Are We and Where Are We Heading?

Provisionally accepted
Zilu  LiangZilu Liang1,2*Edward  MelcerEdward Melcer3Huyen Nhung  HoangHuyen Nhung Hoang1Kingkarn  KhotchasingKingkarn Khotchasing1
  • 1Kyoto University of Advanced Science (KUAS), Kyoto, Japan
  • 2The University of Tokyo, Bunkyo, Tōkyō, Japan
  • 3Carleton University, Ottawa, Ontario, Canada

The final, formatted version of the article will be published soon.

Sleep hygiene encompasses the habits, behaviors, and environmental adjustments conducive to achieving a restful sleep at night. Practices such as maintaining a consistent bedtime routine, avoiding sleep-disruptive substances such as alcohol and caffeine, and ensuring a dark and quiet bedroom are examples of good sleep hygiene. There is growing evidence that well-designed serious games can facilitate desired healthy behavioral changes, suggesting their potential for sleep hygiene intervention. This paper presents a narrative review of existing serious games and gamified systems designed for sleep hygiene intervention in daily life, providing an overview of the current landscape of Sleep Hygiene Games and Gamified Systems (SHG2S). We searched for peer-reviewed publications using four databases including Web of Science, PubMed, ACM Digital Library, and IEEE Xplore. The analysis focused on the targeted sleep hygiene, game design elements, and system evaluation and validation. We found that Accomplishment (e.g., rewards, level-up, leaderboard), Avoidance (e.g., punishment), and Social Relatedness (e.g., group quest, social prod, friending) were the most frequently employed game designs in SHG2S.Most SHG2S focused on addressing nighttime routine, while optimizing sleep environment has largely been underexplored. Existing SHG2S are also limited in addressing different cultural background and sleep patterns. Overall, empirical evidence is still limited regarding whether, why and how gamification leads to favorable effects on sleep hygiene over various temporal scales. Future work should focus on establishing a comprehensive and standardized evaluation framework to facilitate cross-study comparison and to collect evidence on the effectiveness of SHG2S.

Keywords: Sleep, Serious Games (SGs), Sleep Hygiene (SH), Gamification (GAM), Ubiquitous & mobile computing, MHealth (mobile Health)

Received: 17 Apr 2025; Accepted: 14 Jul 2025.

Copyright: © 2025 Liang, Melcer, Hoang and Khotchasing. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

* Correspondence: Zilu Liang, Kyoto University of Advanced Science (KUAS), Kyoto, Japan

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