| Literature DB >> 35984679 |
François V Bolduc1, Truong An Bui2, Megan Pohl1, Cory Rosenfelt1, Tatiana Ogourtsova3,4, Mahdieh Yousef1, Kerri Whitlock1, Annette Majnemer4, David Nicholas5, Carrie Demmans Epp6, Osmar Zaiane7.
Abstract
BACKGROUND: Chatbots have been increasingly considered for applications in the health care field. However, it remains unclear how a chatbot can assist users with complex health needs, such as parents of children with neurodevelopmental disorders (NDDs) who need ongoing support. Often, this population must deal with complex and overwhelming health information, which can make parents less likely to use a software that may be very helpful. An approach to enhance user engagement is incorporating game elements in nongame contexts, known as gamification. Gamification needs to be tailored to users; however, there has been no previous assessment of gamification use in chatbots for NDDs.Entities:
Keywords: chatbot; eHealth; engagement; focus group; gamification; health information technologies; interview; mHealth; mobile health; neurodevelopmental disorders; user-centered design
Year: 2022 PMID: 35984679 PMCID: PMC9440405 DOI: 10.2196/31991
Source DB: PubMed Journal: JMIR Hum Factors ISSN: 2292-9495
Gamification elements investigated in the study.
| Gamification elements | Definition | Examples |
| Customization | Ability to change the features of the app | Notification, avatar, and theme |
| Rewards | Intangible prizes for every task completed | Badges and coupons |
| Goal setting | Users’ ability to create specific goals | Potty training and bicycle riding |
| Unlockable content | Restricting contents to users who reached certain levels of participation or use | Meditation and self-help articles |
| Social network | Integrating a web-based space to discuss and share experiences | Forum |
Demographic characteristics of participants of the study (N=21).
| Demographic characteristics | Participants, n (%) | ||
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| Female | 18 (86) | |
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| Male | 3 (14) | |
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| White | 18 (86) | |
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| Asian | 3 (14) | |
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| Alberta, Canada | 16 (76) | |
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| British Columbia, Canada | 1 (5) | |
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| Ontario, Canada | 1 (5) | |
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| Quebec, Canada | 3 (14) | |
Participants’ preferences toward including different gamification elements in a chatbot for neurodevelopmental disorders.
| Gamification features | Participants’ response, n (%) | ||
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| “Must-have” | “Nice to have” | “Not needed” |
| Customization (n=11) | 4 (36) | 4 (36) | 3 (27) |
| Rewards (n=17) | N/Aa | 11 (65) | 6 (35) |
| Goal setting (n=19) | 19 (100) | N/A | N/A |
| Surprise or unlockable content (n=19) | N/A | 6 (32) | 13 (68) |
| Social network (n=20) | 12 (60) | 5 (25) | 3 (15) |
aN/A: not applicable.
Summary of parents’ input, showing key themes about gamification elements (N=21).
| Main themes and related key concepts | Participants, n (%) | |
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| Participants had previous experience with gamification elements | 21 (100) |
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| Gamification elements are beneficial or moderately effective | 12 (57) |
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| Goal setting is an important feature for the chatbot | 19 (90) |
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| A goal template that can be personalized is needed | 15 (71) |
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| Reminder frequency needs to be adjustable by users | 21 (100) |
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| Unlockable content (eg, resources) is deterring or off-putting | 13 (62) |
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| Social networks increase social support for parents | 15 (71) |
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| Social networks connect parents with similar experience | 16 (76) |
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| Social networks help parents to share good resources | 21 (100) |
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| Social networks should be implemented | 17 (81) |
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| Moderators are needed for social networks | 14 (67) |
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| Medical misinformation can be displayed on social networks | 11 (52) |
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| Medical misinformation should be filtered on social networks | 9 (43) |
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| Parents should have control over their representation on social networks | 21 (100) |
aNDDs: neurodevelopmental disorders.