Table 3.
Description of gamification elements and frequency statistics.
| Element | Frequency | Description |
|---|---|---|
| Feedback | 85.71% | Provides goal progress (e.g., text, audio cues) to enhance participants’ awareness of their actions |
| Reward | 71.43% | Reinforce positive behaviors with points, virtual items, etc., to boost participation willingness |
| Challenge | 35.71% | Set appropriately challenging goals or levels |
| Dynamic adjustment | 35.71% | Managers can adjust game difficulty or content in real time based on player performance |
| Real-life scenarios | 42.86% | Integrating game tasks with real-life scenarios |
| Narrative | 35.71% | Providing emotionally driven context through storylines, character development, and plot progression |
| Level design | 57.14% | Gradually escalating difficulty to match participant skill levels |
| Collaboration | 7.14% | Foster peer interaction (e.g., multiplayer games) |
| Interaction | 14.29% | Offering multiple interaction methods |
| Robot | 7.14% | Guides, prompts, or accompanies players using virtual characters or AI assistants |
| Personalization | 42.86% | Customizing tasks/difficulty based on autistic individuals’ differences |
| Monitoring | 7.14% | Tracking intervention progress via parent/teacher devices |
| Imitation | 42.86% | Players observe and replicate observed expressions, behaviors, etc. |
| Parent involvement | 21.43% | Design features allowing parents to view, evaluate, or co-participate |