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. 2022 Aug 19;9(3):e31991. doi: 10.2196/31991

Table 3.

Participants’ preferences toward including different gamification elements in a chatbot for neurodevelopmental disorders.

Gamification features Participants’ response, n (%)

“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.