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Accepted for/Published in: JMIR Human Factors

Date Submitted: Jul 13, 2021
Date Accepted: Jun 27, 2022

The final, peer-reviewed published version of this preprint can be found here:

Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach

Bui TA, Pohl M, Rosenfelt C, Ogourtsova T, Yousef M, Whitlock K, Majnemer A, Nicholas D, Epp CD, Zaiane O, Bolduc F

Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach

JMIR Hum Factors 2022;9(3):e31991

DOI: 10.2196/31991

PMID: 35984679

PMCID: 9440405

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Identifying Potential Gamification Elements for A New Chatbot for Families with Neurodevelopmental Disorders: A User-Centred Design Approach

  • Truong An Bui; 
  • Megan Pohl; 
  • Cory Rosenfelt; 
  • Tatiana Ogourtsova; 
  • Mahdieh Yousef; 
  • Kerri Whitlock; 
  • Annette Majnemer; 
  • David Nicholas; 
  • Carrie Demmans Epp; 
  • Osmar Zaiane; 
  • Francois Bolduc

ABSTRACT

Background:

Chatbots have been increasingly considered for applications in the health and social care fields. Currently, it remains unclear how a chatbot could engage users coping with complex health needs, such as parents of individuals with neurodevelopmental disorders (NDDs), who often need frequent and ongoing support. One approach to enhancing user engagement is the use of game elements in non-game contexts, known as gamification. To be effective, gamification needs to be tailored to users.

Objective:

We sought to identify which gamification elements would be the most useful in a chatbot that focuses on supporting families of children and youths with NDDs.

Methods:

We performed a narrative literature review of gamification elements and their current implementation. We then used a qualitative approach, which included a series of focus groups and interviews with caregivers of individuals with NDDs (N = 21) to identify potential gamification elements that could be well-suited for a chatbot focused on NDDs. Transcripts were analyzed for emerging themes.

Results:

From our 21 participants, we identified 3 main themes: 1) parents of individuals with NDDs were familiar and had positive experiences with gamification; 2) specific gamification element (goal setting) was considered an important feature for a chatbot for NDDs, whereas others (customization, rewards, and unlockable content) received more mixed opinions; and 3) although social networking was viewed positively, it is a complex feature to implement due to the pertaining issue of medical fact-checking.

Conclusions:

We show for the first time that prospective users (parents of individuals with NDDs) support the use of gamification in a chatbot for NDDs. Our study illustrates the importance of adopting a user-centred design when deciding which gamification elements to include, as some commonly used elements were perceived negatively by this specific group of users.


 Citation

Please cite as:

Bui TA, Pohl M, Rosenfelt C, Ogourtsova T, Yousef M, Whitlock K, Majnemer A, Nicholas D, Epp CD, Zaiane O, Bolduc F

Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach

JMIR Hum Factors 2022;9(3):e31991

DOI: 10.2196/31991

PMID: 35984679

PMCID: 9440405

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