[article]
Titre : |
A full-body interactive videogame used as a tool to foster social initiation conducts in children with Autism Spectrum Disorders |
Type de document : |
Texte imprimé et/ou numérique |
Auteurs : |
Maria Angeles MAIRENA, Auteur ; Joan MORA-GUIARD, Auteur ; Laura MALINVERNI, Auteur ; Vanesa PADILLO, Auteur ; Lilia VALERO, Auteur ; Amaia HERVAS, Auteur ; Narcis PARES, Auteur |
Article en page(s) : |
p.101438 |
Langues : |
Anglais (eng) |
Mots-clés : |
Autism Spectrum Disorder Social skills Full-body interaction Observational scale |
Index. décimale : |
PER Périodiques |
Résumé : |
Background Game-based interventions that involve the use of technology have shown to facilitate motivation and learning processes in children with Autism Spectrum Disorders (ASD). The purpose of this observational study project was to conduct a feasibility study to compare the amount of social initiation conducts performed during a full-body interaction videogame versus the amount of social initiation conducts occurred during a free-play activity in children with ASD. We hypothesized that the videogame could elicit a higher number of these conducts and therefore could be proposed as a tool to promote social initiation skills. Method A total of 15 children (ages 4–6) participated in four sessions with two sections: playing with the videogame Pico’s Adventure and free play time. Social skills conducts were codified according to an observational scale. Results Results show that the videogame elicited more social initiation conducts than free play in children with ASD when they were playing alone or playing with a peer. Furthermore, it showed to be as effective as free play in promoting social initiation while playing with parents. The videogame was also effective in reducing repetitive behaviors and increasing gestures. Conclusions Considering all these results, the videogame could be considered as an appropriate tool to foster social behaviors but future work is needed in order to obtain further data that supports this hypothesis. Finding new attractive types of treatment would be useful to complement more traditional therapies. |
En ligne : |
https://doi.org/10.1016/j.rasd.2019.101438 |
Permalink : |
https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=405 |
in Research in Autism Spectrum Disorders > 67 (November 2019) . - p.101438
[article] A full-body interactive videogame used as a tool to foster social initiation conducts in children with Autism Spectrum Disorders [Texte imprimé et/ou numérique] / Maria Angeles MAIRENA, Auteur ; Joan MORA-GUIARD, Auteur ; Laura MALINVERNI, Auteur ; Vanesa PADILLO, Auteur ; Lilia VALERO, Auteur ; Amaia HERVAS, Auteur ; Narcis PARES, Auteur . - p.101438. Langues : Anglais ( eng) in Research in Autism Spectrum Disorders > 67 (November 2019) . - p.101438
Mots-clés : |
Autism Spectrum Disorder Social skills Full-body interaction Observational scale |
Index. décimale : |
PER Périodiques |
Résumé : |
Background Game-based interventions that involve the use of technology have shown to facilitate motivation and learning processes in children with Autism Spectrum Disorders (ASD). The purpose of this observational study project was to conduct a feasibility study to compare the amount of social initiation conducts performed during a full-body interaction videogame versus the amount of social initiation conducts occurred during a free-play activity in children with ASD. We hypothesized that the videogame could elicit a higher number of these conducts and therefore could be proposed as a tool to promote social initiation skills. Method A total of 15 children (ages 4–6) participated in four sessions with two sections: playing with the videogame Pico’s Adventure and free play time. Social skills conducts were codified according to an observational scale. Results Results show that the videogame elicited more social initiation conducts than free play in children with ASD when they were playing alone or playing with a peer. Furthermore, it showed to be as effective as free play in promoting social initiation while playing with parents. The videogame was also effective in reducing repetitive behaviors and increasing gestures. Conclusions Considering all these results, the videogame could be considered as an appropriate tool to foster social behaviors but future work is needed in order to obtain further data that supports this hypothesis. Finding new attractive types of treatment would be useful to complement more traditional therapies. |
En ligne : |
https://doi.org/10.1016/j.rasd.2019.101438 |
Permalink : |
https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=405 |
|