[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/3568739.3568749acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicdteConference Proceedingsconference-collections
research-article

Development of a Gamified Intervention for Children with Autism to Enhance Emotional Understanding Abilities

Published: 12 January 2023 Publication History

Abstract

Autism spectrum disorder (ASD) is a complex neurodevelopmental disorder that manifests behaviorally in early childhood and persists through life. As digital natives, today's children grow up with video games and digital technologies. Digital games have been validated helpful for neuropsychiatric disorders, and they are a very suitable form to engage children. This paper presents an upcoming study which aims to investigate computer games as an alternative for treating behavior and neuropsychiatric disorders. It will study the use of computer games that include emotionally charged scenarios as an intervention for autistic children, especially enhancing their emotional understanding abilities. Players’ emotional response is an amazing and fundamental aspect of computer gaming experience, which is very difficult for traditional media to both trigger and capture. In addition, computer games can make greater use of player motivation, a key tool for helping ASD sufferers (especially children) concentrate on a specific task, and most studies reported positive outcomes. This study will develop a computer game for ASD therapy and then a pilot test will be conducted to validate the game intervention. The outcome of this project will contribute to the gamification studies for health and wellbeing by building a concrete design case to assist children with autism with empirical evaluation. The unique value proposition is the use of computer game to provide an engaging, effective, economic and low-side effect intervention.

References

[1]
American Psychiatric Association (2013). Diagnostic and Statistical Manual of Mental Disorders (DSM-5®). American Psychiatric Pub.
[2]
Autism Europe (2018). Autism Spectrum Disorders in the European Union (ASDEU). Retrieved May 15, 2022 from http://asdeu.eu/
[3]
Centers for Disease Control and Prevention (2015). Data & Statistics; 2015. Retrieved May 20, 2022 from: https://www.cdc.gov/ncbddd/autism/data.html
[4]
Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. Int J Inf Manage. 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013.
[5]
Johnson, D., Deterding S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interv, 6:89-106.
[6]
Spook, J., Paulussen, T., Kok, G., van, E. P. (2016). Evaluation of a serious self-regulation game intervention for overweight-related behaviors (“balance it”): A pilot study. Internet Interv, 6:89-106.
[7]
Drost, R. M., Paulus, A. T., Jander, A. F., Mercken, L., de Vries, H., Ruwaard, D., (2016). A web-based computer-tailored alcohol prevention program for adolescents: Cost-effectiveness and intersectoral costs and benefits. J Med Internet Res, 18(4):e93.
[8]
Reger, G., Gahm, G. (2008). Virtual reality exposure therapy for active duty soldiers. J Clin Psychol, 4(8):940-946.
[9]
Weerdmeester, J., Cima, M., Granic, I., Hashemian, Y., & Gotsis, M. (2016). A feasibility study on the effectiveness of a full-body videogame intervention for decreasing attention deficit hyperactivity disorder symptoms. Games Health J, 5(4):258-269.
[10]
Simoes, M., Bernardes, M., Barros, F., & Castelo-Branco, M. (2018). Virtual travel training for autism spectrum disorder: proof-of-concept interventional study. JMIR serious games, 6(1), e5.
[11]
Holmes, E. A., James, E. L., Coode-Bate, T., & Deeprose, C. (2009). Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? a proposal from cognitive science. PLoS One 2009, 4(1):e4153.
[12]
Peijnenborgh, J. C., Hurks, P. P., Aldenkamp, A. P., van der Spek, E.D., Rauterberg, G., Vles, J. S., (2016). A study on the validity of a computer-based game to assess cognitive processes, reward mechanisms, and time perception in children aged 4-8 years. JMIR Serious Games, 4(2):e15.
[13]
Bul, K. C., Kato, P. M., van der Oord, S., Danckaerts, M., Vreeke, L. J., Willems, A., (2016). Behavioral outcome effects of serious gaming as an adjunct to treatment for children with attention-deficit/hyperactivity disorder: a randomized controlled trial. J Med Internet Res, 18(2):e26.
[14]
Zou, D., & Wirman H. (2018). Using player-personas in game design for children with autism. In In 5th Chinese DiGRA.
[15]
Echeverria, A., Garcia-Campo, C., Nussbaum, M., Gil, F., Villalta, M., Amestica, M., & Echeverria, S. (2011). A framework for the design and integration of collaborative classroom games. Comput Educ, 57(1), 1127-1136. https://doi.org/10.1016/j.compedu.2010.12.010.
[16]
Ekman, P., & Friesen, W. V. (1971). Constant across cultures in the face and emotion. J Pers and Soc Psychol 17(2), 124–129. https://doi.org/10.1037/h0030377.
[17]
Watson, D., & Tellegen, A. (1985). Toward a consensual structure of mood. Psychol Bull, 98(2), 219-35. https://doi.org/10.1037/0033-2909.98.2.219.
[18]
Brown, L. S. (2016). The influence of music on facial emotion recognition in children with autism spectrum disorder and neurotypical children. Journal Music Ther, 54(1), 55-79.
[19]
Isbister, K. (2016). How Games Move Us: Emotion by design. Mit Press. Cambridge, MA.
[20]
Mandryk, R. L., & Atkins, M. S. (2007). A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies. Int J Hum Comput Stud 65 (4), 329-347. https://doi.org/10.1016/j.ijhcs.2006.11.011.
[21]
Schell, J. (2014). The Art of Game Design: A Book of Lenses, 2nd edn. A K Peters/CRC Press. New York, USA.
[22]
Högberg, J., Hamari, J., & Wästlund, E. (2019). Gameful Experience Questionnaire (GAMEFULQUEST): An instrument for measuring the perceived gamefulness of system use. User Model User-Adap Inter 1-42. https://doi.org/10.1007/s11257-019-09223-w.
[23]
Lang, P. J., Bradley, M. M., & Cuthbert, B. N. (2008). International affective picture system (IAPS): Affective ratings of pictures and instruction manual. Technical Report A-8. University of Florida, Gainesville, FL.
[24]
Rimland, B., & Edelson, M. (1999). Autism Treatment Evaluation Checklist. Autism Research Institute, 4812 Adams Avenue, San Diego, CA.

Cited By

View all
  • (2024)Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmapSmart Learning Environments10.1186/s40561-024-00309-611:1Online publication date: 4-Jun-2024
  • (2024)Improved socio-emotional skills in students with Autism Spectrum Disorder (ASD) following an intervention supported by an Augmented Gamified EnvironmentInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2024.100683(100683)Online publication date: Sep-2024
  • (2023)Gamified Environments and Serious Games for Students With Autistic Spectrum Disorder: Review of ResearchReview Journal of Autism and Developmental Disorders10.1007/s40489-023-00381-7Online publication date: 11-May-2023
  • Show More Cited By

Index Terms

  1. Development of a Gamified Intervention for Children with Autism to Enhance Emotional Understanding Abilities

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    ICDTE '22: Proceedings of the 6th International Conference on Digital Technology in Education
    September 2022
    440 pages
    ISBN:9781450398091
    DOI:10.1145/3568739
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 January 2023

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. autism
    2. game design
    3. games for health
    4. gamification

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Funding Sources

    • Guangdong Province
    • Guangzhou
    • Education Department of Guangdong Province

    Conference

    ICDTE 2022

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)86
    • Downloads (Last 6 weeks)15
    Reflects downloads up to 10 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Gameful strategies in the education of autistic children: a systematic literature review, scientometric analysis, and future research roadmapSmart Learning Environments10.1186/s40561-024-00309-611:1Online publication date: 4-Jun-2024
    • (2024)Improved socio-emotional skills in students with Autism Spectrum Disorder (ASD) following an intervention supported by an Augmented Gamified EnvironmentInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2024.100683(100683)Online publication date: Sep-2024
    • (2023)Gamified Environments and Serious Games for Students With Autistic Spectrum Disorder: Review of ResearchReview Journal of Autism and Developmental Disorders10.1007/s40489-023-00381-7Online publication date: 11-May-2023
    • (2023)Awayvirus: A Playful and Tangible Approach to Improve Children’s Hygiene Habits in Family EducationHuman-Computer Interaction – INTERACT 202310.1007/978-3-031-42283-6_10(193-202)Online publication date: 28-Aug-2023

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media