Gamified Environments and Serious Games for Students With Autistic Spectrum Disorder: Review of Research

Author:

López-Bouzas NereaORCID,del Moral-Pérez M. EstherORCID

Abstract

AbstractThe aim of this study is to review the available research (N = 70) derived from the use of Gamified Environments and Serious Games with people with Autistic Spectrum Disorder (ASD), identifying: authorship, nationality, publication period, topic, and design of the investigation. After that, the advantages and limitations observed are identified. Results indicate that most of them are focused on the design and testing of prototypes, (mostly) linked to the increase of social and emotional skills. The revision highlights that the game’s mechanics and dynamics (feedback, rewards, missions, etc.) involve students from motivation. There is unanimous agreement to emphasize the positive impact of these resources to increment self-control, self-conscience, autonomy, and empathy.

Funder

Universidad de Oviedo

Publisher

Springer Science and Business Media LLC

Subject

Behavioral Neuroscience,Psychiatry and Mental health,Cognitive Neuroscience,Developmental Neuroscience

Reference81 articles.

1. Adjorlu, A., & Serafin, S. (2019). Co-designing a head-mounted display based virtual reality game to teach street-crossing skills to children diagnosed with autism spectrum disorder. In Interactivity, Game Creation, Design, Learning, and Innovation (pp. 397–405). Springer https://link.springer.com/chapter/10.1007/978-3-030-53294-9_28

2. Alexander, P. A. (2020). Methodological guidance paper: The art and science of quality systematic reviews. Rev Educ Res, 90(1), 6–23. https://doi.org/10.3102/0034654319854352

3. Almurashi, H., Bouaziz, R., Alharthi, W., Al-Sarem, M., Hadwan, M., & Kammoun, S. (2022). Augmented reality, serious games and picture exchange communication system for people with ASD: Systematic literature review and future directions. Sensors, 22(3), 1250. https://doi.org/10.3390/s22031250

4. Antunes, A., & Madeira, R. N. (2022). PLAY-model-based platform to support therapeutic serious games design. Procedia Comput Sci, 198, 211–218. https://doi.org/10.1016/j.procs.2021.12.230

5. Arzone, C., Mottan, K., & Saad, K. M. (2020). The relationship between gamification and emotional intelligence among children with autism spectrum disorder. In International Conference on Special Education In South East Asia Region 10th Series 2020 (pp. 424–433). Redwhite Press. https://series.gci.or.id/article/320/15/icsar-2020-2020

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Reinforcement Learning in Supermarket Tycoon to Enhance Multitasking and Problem-Solving in Autistic Children;2023 International Conference on Innovation and Intelligence for Informatics, Computing, and Technologies (3ICT);2023-11-20

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3