Submitted:
06 December 2024
Posted:
09 December 2024
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Abstract
Keywords:
I. Introduction
II. Autism Spectrum Disorder: Exploring Causes, Prevalence, and Challenges in Diagnosis
III. Method
IV. Literature Overview
| Authors | Objectives | Participants | Results |
|---|---|---|---|
| Ghanouni et al. [19] | This study aimed to collect stakeholders’ ideas by involving 20 participants, including children and youth with high functioning ASD, and their parents, during usability testing of an interactive motion gaming programme that focuses on perspective taking |
Involving 20 participants, including children and youth with high functioning ASD, and their parents, during usability testing of an interactive motion gaming programme that focuses on perspective taking | This study is one of the first projects that incorporated both children/youth with ASD and their parents’ comments during the development of a novel motion gaming programme to address perspective taking |
| Cadieux et al. [20] | This study outline opportunities within the video game environment for building skills applicable to real-world issues faced by some children |
Some children (age not specified) | Social Craft seeks to establish mechanisms for collecting data in both the virtual world and the real world related to the generalization of social communication skills between worlds |
| Gabrielli et al. [22] | This study aimed to present the inclusive design process that we had followed to develop the Zentastic VR adventure game to foster social skills training in adolescents with ASD and to investigate its feasibility as a training environment for adolescents | Thirty-one children with ASD - were adolescents aged 13 to 18 years with level 1 ASD severity. Participants included 25 (81%) adolescent boys and 6 (19%) adolescent girls; their average age was 13.2 (SD 3.41) years, their average Autism Diagnostic Observation Schedule score was 6.3 (SD 1), and their mean IQ was 96.6 (SD 20). All 31 participants performed at least 1 session of the VR game; 27 (87%) participants performed 2 sessions; 19 (61%) participants were involved in 3 sessions; and 3 (10%) participants performed 4 sessions | The feasibility study demonstrated good acceptability of the VR game by adolescents and an enhancement of their social skills from baseline to post training |
| Simões et al. [23] | The aim of this study was to develop a serious game that defines a “safe environment” where the players became familiar with the process of taking a bus and to validate if it could be used effectively to teach bus-taking routines and adaptive procedures to individuals with ASD |
Participants with ASD (n=10) underwent between One to three training sessions. Participants with typical development (n=10) were also included in this study for comparison purposes and received 1 control session | They found a statistically significant increase in the measures of knowledge of the process of riding a bus, a reduction in the electrodermal activity (a metric of anxiety) measured inside the bus environments, and a high success rate of their application within the game (93.8%) |
| Johnston et al. [24] | This paper presents SoundFields, an interactive virtual reality game designed to address this area by integrating exposure-based therapy techniques into game mechanics and delivering target auditory stimuli to the player rendered via binaural based spatial audio |
A pilot study was conducted with six participants diagnosed with ASD who displayed hypersensitivity to specific sounds to evaluate the use of SoundFields as a tool to reduce levels of anxiety associated with identified problematic sounds | The study results suggest that SoundFields could be an effective tool for helping individuals with autism manage auditory hypersensitivity |
| Johnston et al. [25] | This investigation evaluates the use of binaural based spatial audio as a rendering technique for delivering realistic simulations of averse stimuli within a VR exposure-based computer game intervention for auditory hypersensitivity in autism |
Twenty-two children and adolescents (18 male and 4 females, mean age = 12.23, SD = 1.56, range of 8–15 years). Out of the 22 participants recruited a total 20 completed the experimental period (Group 1: n = 10, Group 2: n = 10), with two not being able to complete all four experimental sessions. A total of 14 participants successfully completed the control period (Group 1: n = 10, Group 2: n = 4) | Measurements of self-reported emotions displayed significant reductions in associated negative emotional reactions to target stimuli for all participants. Moreover, tracked voluntary interactions with exposure-based game-mechanics increased as the study progressed. |
| Tan et al. [26] | The objective of this research is to explore the metaverse applications in special needs education fields, to train road crossing skills, as a part of living skills for children with special needs such as ASD. |
A small group with five students ranging from 5 to 12 years old participating from other schools were engaged individually at different times in the preliminary experiments | In this research, they develop a VR serious game to train children with ASD one of the basic living skills for road crossing safely. The VR serious game operates on multiple types of platforms, with various user interaction inputs including the Microsoft Kinect sensor, keyboard, mouse, and touch screen. |
V. Discussion
VI. Conclusion
VII. Limitations and Future Research Perspectives
Authors Contributions
Ethical Standards
References
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