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. 2026 Jul 3;17:1847426. doi: 10.3389/fpsyg.2026.1847426

Table 2.

Literature coding scheme table.

Theme Extract elements
Research description item First author of the literature, year
Research subject Sample size (0–50 people, 50–100 people, ≥100 people)
Intervention duration Intervention frequency (high-frequency, low-frequency, medium-frequency),
Intervention Duration (≤3 weeks, 3–6 weeks, 6–9 weeks, 9–12 weeks, 12–18 weeks)
Study design Non-Randomized Controlled Trial (NRCT), Randomized Controlled Trial (RCT), Single-Group Pre-Post Design (PREPOST)
Gamification elements Primary indicators Secondary indicators
Dynamic elements Personalization (EP), Rewards (ER), Collaboration (EO), Interaction (EN), Robot (EH)
Contextual elements Real-life Situations (EL) Narrative (ET)
Construct elements Feedback (EF), Monitoring (ES), Imitation (EI), Level Design (EC), Challenge (EB), Dynamic Adjustment (ED)
Other Parent Involvement (EA)
Intervention goals Emotion regulation and emotional disorders Emotion Recognition and Expression (DE), Anxiety (DN)
Social interaction and communication Social Skills (DS), Communication Skills (DC), Interaction (DI), Daily living skills (DD)
Computational science Attention (DA)
Measurement tool categories Survey Questionnaire (SURV), Scale (SCALE), Behavioral Observation (OBSERVE), Hardware Device (DEVICE), Behavioral Performance (BEHAVE), test (TEST)
AI technology Machine Learning (TM), Dynamic Adjustment (TD), Deep Learning (TL), Neural Feedback (TS), Adaptive Learning Technology (TA), Computer Vision (TV)