Effectiveness of Virtual/Augmented Reality-Based Therapeutic Interventions on Individuals With Autism Spectrum Disorder: A Comprehensive Meta-Analysis

被引:67
|
作者
Karami, Behnam [1 ,2 ,3 ]
Koushki, Roxana [1 ,3 ]
Arabgol, Fariba [3 ,4 ]
Rahmani, Maryam [3 ]
Vahabie, Abdol-Hossein [5 ,6 ]
机构
[1] Inst Res Fundamental Sci IPM, Sch Cognit Sci, Tehran, Iran
[2] German Primate Ctr, Cognit Neurosci Lab, Gottingen, Germany
[3] Shahid Beheshti Univ Med Sci, Sch Med, Tehran, Iran
[4] Shahid Beheshti Univ Med Sci, Behav Sci Res Ctr, Tehran, Iran
[5] Univ Tehran, Dept Psychol, Fac Psychol & Educ, Tehran, Iran
[6] Univ Tehran, Coll Engn, Control & Intelligent Proc Ctr Excellence CIPCE, Sch Elect & Comp Engn,Cognit Syst Lab, Tehran, Iran
来源
FRONTIERS IN PSYCHIATRY | 2021年 / 12卷
关键词
autism spectrum disorder; virtual reality; rehabilitation; technology; augmented reality; COMPUTER-ASSISTED-INSTRUCTION; ROBUST VARIANCE-ESTIMATION; TEACH SOCIAL-SKILLS; VIRTUAL-REALITY; AUGMENTED REALITY; YOUNG-ADULTS; EFFECT SIZES; CHILDREN; ENVIRONMENTS; ADOLESCENTS;
D O I
10.3389/fpsyt.2021.665326
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
In recent years, the application of virtual reality (VR) for therapeutic purposes has escalated dramatically. Favorable properties of VR for engaging patients with autism, in particular, have motivated an enormous body of investigations targeting autism-related disabilities with this technology. This study aims to provide a comprehensive meta-analysis for evaluating the effectiveness of VR on the rehabilitation and training of individuals diagnosed with an autism spectrum disorder. Accordingly, we conducted a systematic search of related databases and, after screening for inclusion criteria, reviewed 33 studies for more detailed analysis. Results revealed that individuals undergoing VR training have remarkable improvements with a relatively large effect size with Hedges g of 0.74. Furthermore, the results of the analysis of different skills indicated diverse effectiveness. The strongest effect was observed for daily living skills (g = 1.15). This effect was moderate for other skills: g = 0.45 for cognitive skills, g = 0.46 for emotion regulation and recognition skills, and g = 0.69 for social and communication skills. Moreover, five studies that had used augmented reality also showed promising efficacy (g = 0.92) that calls for more research on this tool. In conclusion, the application of VR-based settings in clinical practice is highly encouraged, although their standardization and customization need more research.
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页数:25
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