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

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