Serious Games for Autism Based on Immersive Virtual Reality: A Lens on Methodological and Technological Challenges

被引:12
作者
Barletta, Vita Santa [1 ]
Caruso, Federica [2 ]
Di Mascio, Tania [2 ]
Piccinno, Antonio [1 ]
机构
[1] Univ Bari Aldo Moro, I-70121 Bari, Italy
[2] Univ Aquila, I-67100 Laquila, Italy
来源
METHODOLOGIES AND INTELLIGENT SYSTEMS FOR TECHNOLOGY ENHANCED LEARNING | 2023年 / 580卷
关键词
Autism Spectrum Disorders; Serious game; Immersive Virtual Reality; Systematic literature review; SPECTRUM DISORDER; CHILDREN; INDIVIDUALS;
D O I
10.1007/978-3-031-20617-7_23
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
The use of Serious Games in the treatment of people with Autism Spectrum Disorders is nowadays considered promising, given the positive effects in promoting the acquisition of learning through motivating and engaging experiences. In particular, recent years have seen increased research attention toward serious games based on Immersive Virtual Reality technologies (i.e., large-scale projection-based systems, head-mounted displays). This is due to the benefits that the high level of immersion produces in learning outcomes: a high level of immersion eliminates environmental distractions and fosters attention on the learning tasks as well as coping with anxiety and social phobias. Unfortunately, the design and evaluation of these interventions are not without challenges and issues, given the difficulties in applying adequate and rigorous methodological design approaches. This paper presents a review of the available Serious Games for Autism based on Immersive Virtual Reality, developed between 2009 and mid-2021, selected and categorized with respect to target users' characteristics, learning purpose, and the adopted Immersive Virtual Reality technologies. The analysis mainly put a lens on technological aspects and on how these interventions were designed, as well as on the people involved in the design itself. Finally, some preliminary guidelines are delineated.
引用
收藏
页码:181 / 195
页数:15
相关论文
共 60 条
[1]  
Abras C., 2004, Encyclopedia of Human- Computer Interaction, P445, DOI DOI 10.7551/MITPRESS/6918.003.0015
[2]  
Abt CC., 1987, Serious Games
[3]  
Adjorlu A, 2019, L N INST COMP SCI SO, V265, P450, DOI 10.1007/978-3-030-06134-0_48
[4]   Visual search strategies during facial recognition in children with ASD [J].
Albrecht, Matthew A. ;
Foster, Jonathan K. ;
Joosten, Annette ;
Falkmer, Marita ;
Tang, Julia ;
Leung, Denise ;
Ordqvist, Anna ;
Falkmer, Torbjorn .
RESEARCH IN AUTISM SPECTRUM DISORDERS, 2014, 8 (05) :559-569
[5]  
Alharbi A, 2020, 2020 INT C INNOVATIO, DOI DOI 10.1109/3ICT51146.2020.9311981
[6]  
American Psychiatric Association, 2013, Diagnostic and statistical manual of mental disorders, V5th, P591, DOI [10.1176/appi.books.9780890423349, DOI 10.1176/APPI.BOOKS.9780890425596]
[7]  
Aniwaa Team, TYPES VR HEADSETS PC
[8]   Diversity for Design: A Framework for Involving Neurodiverse Children in the Technology Design Process [J].
Benton, Laura ;
Vasalou, Asimina ;
Khaled, Rilla ;
Johnson, Hilary ;
Gooch, Daniel .
32ND ANNUAL ACM CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI 2014), 2014, :3747-3756
[9]   ECHOES: An intelligent serious game for fostering social communication in children with autism [J].
Bernardini, Sara ;
Porayska-Pomsta, Kaska ;
Smith, Tim J. .
INFORMATION SCIENCES, 2014, 264 :41-60
[10]   Interactive Technologies for Autistic Children: A Review [J].
Boucenna, Sofiane ;
Narzisi, Antonio ;
Tilmont, Elodie ;
Muratori, Filippo ;
Pioggia, Giovanni ;
Cohen, David ;
Chetouani, Mohamed .
COGNITIVE COMPUTATION, 2014, 6 (04) :722-740