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

BACKGROUND: Chatbots have been increasingly considered for applications in the health care field. However, it remains unclear how a chatbot can assist users with complex health needs, such as parents of children with neurodevelopmental disorders (NDDs) who need ongoing support. Often, this populatio...

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Autores principales: Bui, Truong An, Pohl, Megan, Rosenfelt, Cory, Ogourtsova, Tatiana, Yousef, Mahdieh, Whitlock, Kerri, Majnemer, Annette, Nicholas, David, Demmans Epp, Carrie, Zaiane, Osmar, Bolduc, François V
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9440405/
https://www.ncbi.nlm.nih.gov/pubmed/35984679
http://dx.doi.org/10.2196/31991
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author Bui, Truong An
Pohl, Megan
Rosenfelt, Cory
Ogourtsova, Tatiana
Yousef, Mahdieh
Whitlock, Kerri
Majnemer, Annette
Nicholas, David
Demmans Epp, Carrie
Zaiane, Osmar
Bolduc, François V
author_facet Bui, Truong An
Pohl, Megan
Rosenfelt, Cory
Ogourtsova, Tatiana
Yousef, Mahdieh
Whitlock, Kerri
Majnemer, Annette
Nicholas, David
Demmans Epp, Carrie
Zaiane, Osmar
Bolduc, François V
author_sort Bui, Truong An
collection PubMed
description BACKGROUND: Chatbots have been increasingly considered for applications in the health care field. However, it remains unclear how a chatbot can assist users with complex health needs, such as parents of children with neurodevelopmental disorders (NDDs) who need ongoing support. Often, this population must deal with complex and overwhelming health information, which can make parents less likely to use a software that may be very helpful. An approach to enhance user engagement is incorporating game elements in nongame contexts, known as gamification. Gamification needs to be tailored to users; however, there has been no previous assessment of gamification use in chatbots for NDDs. OBJECTIVE: We sought to examine how gamification elements are perceived and whether their implementation in chatbots will be well received among parents of children with NDDs. We have discussed some elements in detail as the initial step of the project. METHODS: We performed a narrative literature review of gamification elements, specifically those used in health and education. Among the elements identified in the literature, our health and social science experts in NDDs prioritized five elements for in-depth discussion: goal setting, customization, rewards, social networking, and unlockable content. We used a qualitative approach, which included focus groups and interviews with parents of children with NDDs (N=21), to assess the acceptability of the potential implementation of these elements in an NDD-focused chatbot. Parents were asked about their opinions on the 5 elements and to rate them. Video and audio recordings were transcribed and summarized for emerging themes, using deductive and inductive thematic approaches. RESULTS: From the responses obtained from 21 participants, we identified three main themes: parents of children with NDDs were familiar with and had positive experiences with gamification; a specific element (goal setting) was important to all parents, whereas others (customization, rewards, and unlockable content) received mixed opinions; and the social networking element received positive feedback, but concerns about information accuracy were raised. CONCLUSIONS: We showed for the first time that parents of children with NDDs support gamification use in a chatbot for NDDs. Our study illustrates the need for a user-centered design in the medical domain and provides a foundation for researchers interested in developing chatbots for populations that are medically vulnerable. Future studies exploring wide range of gamification elements with large number of potential users are needed to understand the impact of gamification elements in enhancing knowledge mobilization.
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spelling pubmed-94404052022-09-04 Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach Bui, Truong An Pohl, Megan Rosenfelt, Cory Ogourtsova, Tatiana Yousef, Mahdieh Whitlock, Kerri Majnemer, Annette Nicholas, David Demmans Epp, Carrie Zaiane, Osmar Bolduc, François V JMIR Hum Factors Original Paper BACKGROUND: Chatbots have been increasingly considered for applications in the health care field. However, it remains unclear how a chatbot can assist users with complex health needs, such as parents of children with neurodevelopmental disorders (NDDs) who need ongoing support. Often, this population must deal with complex and overwhelming health information, which can make parents less likely to use a software that may be very helpful. An approach to enhance user engagement is incorporating game elements in nongame contexts, known as gamification. Gamification needs to be tailored to users; however, there has been no previous assessment of gamification use in chatbots for NDDs. OBJECTIVE: We sought to examine how gamification elements are perceived and whether their implementation in chatbots will be well received among parents of children with NDDs. We have discussed some elements in detail as the initial step of the project. METHODS: We performed a narrative literature review of gamification elements, specifically those used in health and education. Among the elements identified in the literature, our health and social science experts in NDDs prioritized five elements for in-depth discussion: goal setting, customization, rewards, social networking, and unlockable content. We used a qualitative approach, which included focus groups and interviews with parents of children with NDDs (N=21), to assess the acceptability of the potential implementation of these elements in an NDD-focused chatbot. Parents were asked about their opinions on the 5 elements and to rate them. Video and audio recordings were transcribed and summarized for emerging themes, using deductive and inductive thematic approaches. RESULTS: From the responses obtained from 21 participants, we identified three main themes: parents of children with NDDs were familiar with and had positive experiences with gamification; a specific element (goal setting) was important to all parents, whereas others (customization, rewards, and unlockable content) received mixed opinions; and the social networking element received positive feedback, but concerns about information accuracy were raised. CONCLUSIONS: We showed for the first time that parents of children with NDDs support gamification use in a chatbot for NDDs. Our study illustrates the need for a user-centered design in the medical domain and provides a foundation for researchers interested in developing chatbots for populations that are medically vulnerable. Future studies exploring wide range of gamification elements with large number of potential users are needed to understand the impact of gamification elements in enhancing knowledge mobilization. JMIR Publications 2022-08-19 /pmc/articles/PMC9440405/ /pubmed/35984679 http://dx.doi.org/10.2196/31991 Text en ©Truong An Bui, Megan Pohl, Cory Rosenfelt, Tatiana Ogourtsova, Mahdieh Yousef, Kerri Whitlock, Annette Majnemer, David Nicholas, Carrie Demmans Epp, Osmar Zaiane, François V Bolduc. Originally published in JMIR Human Factors (https://humanfactors.jmir.org), 19.08.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Human Factors, is properly cited. The complete bibliographic information, a link to the original publication on https://humanfactors.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Bui, Truong An
Pohl, Megan
Rosenfelt, Cory
Ogourtsova, Tatiana
Yousef, Mahdieh
Whitlock, Kerri
Majnemer, Annette
Nicholas, David
Demmans Epp, Carrie
Zaiane, Osmar
Bolduc, François V
Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach
title Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach
title_full Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach
title_fullStr Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach
title_full_unstemmed Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach
title_short Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach
title_sort identifying potential gamification elements for a new chatbot for families with neurodevelopmental disorders: user-centered design approach
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9440405/
https://www.ncbi.nlm.nih.gov/pubmed/35984679
http://dx.doi.org/10.2196/31991
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