Gaming Platforms for People with ASD
Abstract
:1. Introduction
- Immersiveness: One of the paramount features of serious games is their immersiveness. Leveraging techniques such as 3D graphics, virtual reality, and sound design, these games draw players into a compelling game world, creating a profound sense of presence (Garris et al. 2002).
- Interactivity: Serious games prioritize interactivity, granting players control over the game world and influencing the game’s outcome. This interactive element empowers players to learn and explore at their own pace, aligning with their interests (Kapp 2012).
- Feedback: Integral to serious games is the provision of feedback to players. Whether conveyed through in-game messages, scores, or rankings, feedback serves as a valuable tool for players to enhance their skills and deepen their understanding (Deterding et al. 2011).
- Challenge: Maintaining an optimal balance between engagement and frustration, serious games should present an appropriate level of challenge. Tailoring the challenge to individual player needs ensures an experience that is both stimulating and attainable (Kapp 2012).
- Motivation: Serious games employ various techniques to foster player motivation. Elements such as competition, rewards, and progression contribute to sustaining players’ interest and commitment to the game (Garris et al. 2002).
- Learning: At the core of serious games is their capacity to promote learning. Techniques such as gamification, simulation, and problem-based learning are employed to create an environment conducive to educational objectives. As players navigate challenges, they acquire knowledge and skills dynamically and engagingly (Deterding et al. 2011).
- Clarifying the distinctions between a serious game and a platform, a serious game and a video game, and a serious game and a website that features games would be beneficial.
1.1. Difference Between a Platform and a Serious Game
1.2. Difference Between a Serious Game and a Video Game
1.3. Difference Between a Serious Game and a Website with Games
2. Materials and Methods
Study Design/Eligibility Criteria
- RQ1. What are the design features of the platforms?
- RQ2. What is the purpose of existing platforms? What educational skills do serious game platforms improve? A critical evaluation of existing platforms aimed at developing and improving the skills of people with ASD.
- IC1. The research is addressed exclusively to people with ASD (low- and high-functioning).
- IC2. Consider only platforms with serious games and not digital games in general.
- IC3. Research on gaming platforms as well as their development and design.
- IC4. Research articles dating within the last 10 years from 2014 to the present and written to ensure the objectivity and validity of the information to be provided.
- IC5. Articles written in the English language.
- EC1. The research is NOT addressed exclusively to people with ASD (low- and high-functioning).
- EC2. Articles referring to games but not for people with ASD.
- EC3. Articles that refer to people with ASD but not serious gaming.
- EC4. Research articles before 2014.
- EC5. Articles not written in English.
3. Theoretical Knowledge
3.1. Serious Games and Autism
3.2. Serious Games for ASD
- Educational Goals: enhance the cognitive and social abilities of children and adults with ASD, practice commonplace skills such as communication and social situation comprehension, and teach fundamental ideas and abilities such as emotion recognition, problem-solving, and decision-making through interactive settings.
- Therapeutic Purposes: used to improve behavior and self-regulation, promote emotional understanding, assist people with ASD in identifying and controlling their emotions, teach relaxation and stress-reduction techniques through realistic scenarios, and support certain therapeutic interventions, such as occupational therapy or speech therapy, in conjunction with conventional methods.
- Other Purposes (socialization, adaptation, and autonomy): allows individuals with ASD to practice skills they will use in real life by fostering a sense of self-confidence and autonomy, provides a safe and controlled environment to try new situations without the stress of direct social interactions, and helps them become accustomed to real situations and develop independence, such as in social interactions and preparing for work.
- 4.
- Engagement and motivation: Serious games make learning more fascinating and engaging by using the intrinsic appeal of games, including challenge, competitiveness, and achievement (Malinverni et al. 2017). Given that games provide a dynamic and immersive experience, this is particularly crucial for students who might find it difficult to learn using traditional techniques. Additionally, by including feedback, levels, and incentives, games provide students with specific objectives to work toward, enhancing the learning process and promoting sustained focus.
- 5.
- Active Learning and Knowledge Retention: Instead of merely allowing students to passively absorb information, games encourage active learning, in which they actively participate and experiment with their knowledge in real-time. Because students are more likely to retain material when they actively apply it, this hands-on approach can boost retention.
- 6.
- Simulations and real-world skills: Serious games are helpful for difficult or high-learning scenarios because they frequently incorporate simulations of real-world settings (Mota et al. 2020). Through simulations, students can rehearse situations that would otherwise be too risky, costly, or impractical to replicate in a classroom.
- 7.
- Problem-solving and critical thinking: Since serious games promote deeper cognitive processing and develop transferable skills beyond the game’s specific content, they are made to test players’ problem-solving and critical thinking abilities. This encourages them to analyze situations, test hypotheses, and make strategic decisions that aid in achieving educational goals.
- 8.
- Instant feedback and flexibility: In order for learning to be effective, serious games must offer instant feedback and adaptability. Because they can see the results of their decisions right away, students are able to adjust and try different strategies. As students learn from their failures and accomplishments in real-time, immediate feedback accelerates the learning process. Furthermore, several games provide a customized learning experience by adjusting to the student’s ability level and learning speed. By providing challenges without leading to irritation or boredom, adaptive learning games can assist students in maintaining their optimal learning state.
- 9.
- Cooperation and Social abilities: Many serious games have cooperative or multiplayer components, which motivate students to work together, communicate, and come up with solutions. This helps them build their social and teamwork abilities (Arzone et al. 2020; Derks et al. 2022).
- 10.
- Assessment and Data Collection: Because serious games gather information about players’ choices, development, and areas of difficulty, they can also be effective assessment tools. Teachers can utilize this information to gauge students’ comprehension and modify the curriculum to meet their requirements (Goswami et al. 2021; Lu et al. 2022). Compared to typical assessments, continuous assessment provides a more thorough knowledge of students’ talents since it captures their creativity, resilience, and problem-solving techniques.
- 11.
- Behavioral Assessment and Diagnosis: Real-time behavior monitoring and recording through serious games provides a more realistic view of the responses and abilities of individuals with ASD. Professionals can evaluate memory, attention, problem-solving, and other cognitive abilities using the data gathered, potentially detecting developmental or cognitive deficiencies.
- 12.
- Improving Therapeutic Participation: By transforming tasks into engaging and entertaining experiences, serious games help individuals with ASD participate more actively in therapies such as occupational therapy and speech therapy. Through the use of games, therapeutic activities become more accessible and less stressful for those with ASD.
- 13.
- Management and Education in Self-Care and Autonomy: Serious games encourage learning fundamental health management and self-care skills, such as adhering to a schedule and comprehending basic medical instructions. People can learn how to identify psychological or physical problems and get help when necessary by playing specially made games (Constain et al. 2019; Ntalindwa et al. 2022).
- 14.
- Tracking Development and Customizing Care: Therapists can track the development of people with ASD and adjust interventions to meet their requirements using serious games. Play-related data can be used by medical practitioners to customize treatment plans.
- 15.
- Psychological Support and Stress Management: Some serious games teach relaxation and self-regulation techniques, helping people with ASD manage their stress and emotional reactions. They provide strategies to help the individual recognize early signs of stress and use coping techniques (Carlier et al. 2020).
4. Results
4.1. Participants and Study Characteristics
4.2. RQ1: What Are the Design Features of the Platforms?
4.3. RQ2: What Is the Purpose of Existing Platforms? What Educational Skills Do Serious Game Platforms Improve? A Critical Evaluation of Existing Platforms Aimed at Developing and Improving the Skills of People with ASD
5. Results and Discussion
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Studies by Platform Design for Individuals with ASD | ||||
---|---|---|---|---|
Authorship (Date) Nationality | Design of the Research | |||
Method | Population | Aims | Procedure | |
Khowaja and Salim (2014) Malaysia | Design | Children with ASD. | Identifying evidence of their choice in the application of creating serious games for children with ASD. | The framework elements that designers and professionals need to create serious games for children with ASD. |
Whyte et al. (2014) USA | Design | Individuals with ASD. | Interventions with serious games should consider the full range of serious game design principles that promote its generalization learning. | Basic principles of serious game design and consideration of the use of these principles in computer-based interventions for people with autism. |
Bono et al. (2016) GOLIAH Italy | Principles And Design | 10 children with ASD. | Feasibility of using the developed gaming platform for home-based intensive intervention. | An automated serious gaming platform for intensive intervention in nomadic settings has been created by mapping two essential skills in ASD: imitation and joint attention (JA). |
Tuli and Mantri (2018) India | Co-Design Using the proposed game development process, we developed two serious games | 30 students with ASD in the 8th and 10th classes. | The research aims to present a model for the design and development of educational games with the integration of pedagogical and design elements and the distribution of roles between the players in the development process. | The paper presents some of the important issues faced during development that need to be analyzed to support research in SG development. |
Alarcon-Licona et al. (2018), Australia | Design | A primary school for children with ASD, 15 students (aged 5–12). | The goal of this project was to create games and interactive artifacts to assist children with ASD in dealing with sensory problems at school. | A game design technique was created to enhance autism education. |
Tang et al. (2019). Australia | Design | 11 young people with ASD (n = 11, one female) aged between 13 and 24. 11 professionals (n = 11, 5 women). 22 CBI stakeholders with the aim of improving sentiment recognition skills in young people with ASD. | This study aimed to obtain suggestions from youth with ASD and professionals on methods to practically apply the five serious game principles. | This study reveals critical motivational and learning aspects of serious games that emphasize emotion recognition skills, as seen by 11 children with ASD and 11 experienced professionals. |
Camargo et al. (2019) Brazil | Systematic Review | People with ASD. | The purpose of this article is to illustrate a wide range of gamification components, strategies, and approaches for improving accessibility and assisting decision-making in the creation of autism-specific software. | This systematic study looks at the present state of gamification tools for autism, focusing on the gamification components and user interface design. |
Alkadhi et al. (2020) Saudi Arabia | Design | As an initial step and until the team obtains access to children with autism, the application was tested on two typically developing children, aged 5 and 7 years old. | The goal is to shed light on the prior state-of-the-art in this subject and identify opportunities for further study and development. | Yohka is an Arabic augmented reality book app designed to improve communication and reading skills for children with ASD and their caregivers. |
Tsikinas and Xinogalos (2020). Greece | Design | Students and young adults with ID and ASD. | This work intends to provide a specialized and informed GDF for creating SGs for individuals with ID and ASD, addressing a need in the field. | This article proposes a serious games design framework (GDF) to help designers, special education instructors, and professionals create effective SGs to develop and improve social skills for individuals with intellectual disabilities and ASD. |
Atherton and Cross (2021) USA | Literature Review | Individuals with Autism | This overview is aimed at educators, professionals, and parents of people with autism. It focuses on how research on gamification and autism can progress and be applied. | It reviews studies that have tested game-based approaches to improve the lives of autistic children, adolescents, and adults. |
Azizah et al. (2021) Indonesia | Designing interactive games for autistic children based on eye tracking | Children with autism. | The aim of the thesis is to present an eye-tracking-based framework for creating interactive games for children with autism, as well as a new technique for determining the increase in the interactions of children with autism from one level to another. | A new game design based on Tracking for Autism (TFA) to improve the interaction of children with autism. |
Ribeiro Silva et al. (2024). Brazil | Co-Design and testing | 4 children with autism, aged 7 to 12-years-old. | The original DTT (Discrete Trial Training) application was used as an approach to support the learning activities of people with autism. | A design experiment to determine the efficacy of gamified co-design. |
Studies by Serious Gaming Platforms for Individuals with Autism | ||||
---|---|---|---|---|
Authorship (Date) Nationality | Design of the Research | |||
Method | Population | Aims | Procedure | |
Aresti-Bartolome and Garcia-Zapirain (2015). Spain | Testing | A group of 20 children diagnosed with ASD aged between 3 and 8 years old (clinical group). A group of 20 children aged between 3 and 8 years old with neurotypical development. | Assess the usefulness (using eye-tracking metrics) of serious games to include them as a cognitive rehabilitation aid. | A touch screen and tactile pointer-based serious game app. |
Castillo et al. (2016). Mexico | Testing and design | Children aged between 7 and 15 years old with ASD and a mental age of between 5 and 10 years old. | Teaching and identifying fundamental emotions. | Web environment. |
Barajas et al. (2017). Canada | Design and testing. | 6 children with ASD, aged up to 9 years, in two teams. | Create a tool that improves social and cognitive abilities. | Testing of an SG supported by lego blocks. |
Zaki et al. (2017). Bagladeshh | Design | Teach fundamental academics (English alphabet) utilizing a pressure-sensitive keypad. | Portable learning tool. | |
Fridenson-Hayo et al. (2017). UK, Israel, and Sweden | Review | Participants were 6–9 years old with high-functioning ASC who used the SG for 8–12 weeks. In the UK, 15 children. In Israel, (n = 38) and in Sweden, (n = 36). | Cross-cultural efficacy review of a serious game to teach awareness of emotions (using the face, voice, body, and their integration) to children with autism. | Serious game-based online Emotiplay app. |
Li et al. (2018). USA | Design and testing | 65 children with and without ASD | Improve executive function (fexibility and cognitive function) through play. | Design and testing of a mobile game that uses social stimuli with 65 subjects. |
Vukićević et al. (2019). Serbia | Design and testing | The study included 10 elementary school children with ASD, aged 9–13 years. | The aim is to improve the implementation of early motor skills intervention with behavioral changes during game use. | As educational games and modern technology can represent new forms of treatment, this study evaluated four Kinect-based visual–motor games called Fruits that were specially designed for this research. |
Marchi et al. (2018). Germany | Design and testing | The first clinical trial was conducted in the UK. Fifteen children with an ASC. A selection of children from Israel and Sweden (38 and 36, respectively), aged 6–9 years. | The ASC-Inclusion EU-FP7-funded project aims to provide children who have an ASC with a platform to learn emotion expression and recognition through play in the virtual world. | Τhe perceptual serious game platform ASC-Inclusion, designed for children with an ASC aged from 5 to 10 years. The ASC-Inclusion platform focuses on the expression of emotion via facial, vocal, and bodily gestures. |
Almeida et al. (2019). Brazil | Design and testing | 10 children with ASD and 28 children with neurotypical development | Recognize facial expressions associated with the four basic emotions: joy, sadness, anger, and surprise. | A computer game, ALTRIRAS, developed to assist children with ASD. |
Khowaja et al. (2018). Malaysia | Testing | 5 children with autism | Testing an SG prototype which helps in vocabulary learning. | Survey to teachers, prototype design, and Intervention. |
Armas et al. (2019). Peru | Design and testing. | 20 children between ages of 3 to 10 years old participated in the study. | Optimize the process of emotional and social learning therapy in treating children with ASD. | Proposed an enhanced and a comprehensive technological platform using serious games. |
Arzone et al. (2020). Malaysia | Review | Fifteen pupils with ASD were directly involved in this study. | Study the role of gamified environments to increase emotional intelligence (EI). | Literature review to establish guidelines for designing environments to improve EI. |
Silva et al. (2021). Brazil | A Systematic Review | Individuals with ASD | The use of serious games and entertainment games was compared as adjuvant tools for intervention in ASD. | 53 studies were selected and included in this review. |
Luigini and Basso (2021). Italy | Review | A web-based application of an immersive serious game was proposed as an appropriate method for addressing the challenge of how virtual reality (VR) may be applied to distant learning. | Web-based serious game. | |
Panceri et al. (2021). Brazil | Design | 8 children (one child with typical development, one with Trisomy 21, both female, and six children with ASD (one girl and five boys), from 4 to 9 years of age. | Improve psychosocial therapies. | Development of a robot that integrates SGs. |
Wang et al. (2019). China | Design | Individuals with ASD. | Stimulate emotional understanding. | Software design to facilitate therapies. |
Almurashi et al. (2022). Saudi Arabia | Review Literature | Individuals with ASD. | Ρeview on augmented reality, serious games, and PECS. | Search and comparison of 55 studies. |
Chien et al. (2022). Taiwan | Design | Stimulate gaze tracking, emotional recognition, and social interaction. | Design of a social interaction platform based on an SG. | |
Antunes and Madeira (2022). Portugal | Design | Individuals with SN. | Improve the commitment and motivation of patients in therapeutic sessions. | Platform design that allows creating games applicable to specific therapies. |
Islam et al. (2022) Bangladesh | Design and testing | 15 children with special needs. Their average age was approximately 5 years and ranged between four and 9 years. | The platform attempts to help youngsters develop their cognitive skills. | This article aims to develop, create, and evaluate an IoT-based serious gaming platform for children with ASD. |
Kirst et al. (2022) Germany | Testing | 82 children aged 5–10 years with ASD. | The aim of the research is the results of the intervention for empathy and the recognition of emotions. | Zirkus Empathico serious parent-assisted play has some potential for training social-emotional skills in children on the autism spectrum. |
López-Bouzas and Moral-Pérez (2023) Spain | Review of Research | Students with Autistic Spectrum Disorder. | The aim is to review on the use of Gamified Environments and Serious Games for people with SD, focusing on designing and testing prototypes linked to increasing social and emotional skills. | Τhis study reviews 70 articles. |
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Chaidi, I.; Pergantis, P.; Drigas, A.; Karagiannidis, C. Gaming Platforms for People with ASD. J. Intell. 2024, 12, 122. https://doi.org/10.3390/jintelligence12120122
Chaidi I, Pergantis P, Drigas A, Karagiannidis C. Gaming Platforms for People with ASD. Journal of Intelligence. 2024; 12(12):122. https://doi.org/10.3390/jintelligence12120122
Chicago/Turabian StyleChaidi, Irini, Pantelis Pergantis, Athanasios Drigas, and Charalampos Karagiannidis. 2024. "Gaming Platforms for People with ASD" Journal of Intelligence 12, no. 12: 122. https://doi.org/10.3390/jintelligence12120122
APA StyleChaidi, I., Pergantis, P., Drigas, A., & Karagiannidis, C. (2024). Gaming Platforms for People with ASD. Journal of Intelligence, 12(12), 122. https://doi.org/10.3390/jintelligence12120122