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Détail de l'auteur
Auteur Sarah MCGARRY |
Documents disponibles écrits par cet auteur (2)



Considerations of the built environment for autistic individuals: A review of the literature / Melissa Heather BLACK in Autism, 26-8 (November 2022)
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Titre : Considerations of the built environment for autistic individuals: A review of the literature Type de document : Texte imprimé et/ou numérique Auteurs : Melissa Heather BLACK, Auteur ; Sarah MCGARRY, Auteur ; Lynn CHURCHILL, Auteur ; Emily D'ARCY, Auteur ; Julia DALGLEISH, Auteur ; Isabelle NASH, Auteur ; Alisala JONES, Auteur ; Tin Yan TSE, Auteur ; Jane GIBSON, Auteur ; Sven BÖLTE, Auteur Article en page(s) : p.1904-1915 Langues : Anglais (eng) Mots-clés : Humans Autistic Disorder Autism Spectrum Disorder Built Environment Noise architecture design interior sensory space Index. décimale : PER Périodiques Résumé : Factors related to the interiors of buildings, including the layout of rooms, colours, smells, noises, temperature, ventilation, colour and clutter, among other things, can change the way we interact with our environment and the people around us. Autistic individuals can have differences in processing sensory information and may find aspects of the built environment (BE) over-whelming and difficult to navigate. We reviewed the existing literature exploring the BE and autism. This study found that it is possible to make changes to the BE to create more inclusive and friendly environments for everyone, including autistic individuals. Findings from this study provide clear recommendations that can be used by interior designers, architects, builders, and clinical practitioners to make a positive difference. Key recommendations include using simple spatial layouts, compartmentalising and zoning spaces into specific activity sections and providing retreat spaces. The thoughtful placement of windows and blinds and the installation of dimmable lights, for example, will allow users to manage or reduce sensory over-stimulation caused by lights. Similarly, we recommend creating soundproofing and sound absorbent materials to reduce background noise and sound levels. We also recommend using neutral or simple colour palettes and restrained use of patterns. Finally, and most importantly, the BE needs to be flexible and adaptable to meet the unique needs of each person. This study provides a starting point for design guidelines and recommendations towards making a difference to the everyday experiences of the interiors of buildings. En ligne : http://dx.doi.org/10.1177/13623613221102753 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=488
in Autism > 26-8 (November 2022) . - p.1904-1915[article] Considerations of the built environment for autistic individuals: A review of the literature [Texte imprimé et/ou numérique] / Melissa Heather BLACK, Auteur ; Sarah MCGARRY, Auteur ; Lynn CHURCHILL, Auteur ; Emily D'ARCY, Auteur ; Julia DALGLEISH, Auteur ; Isabelle NASH, Auteur ; Alisala JONES, Auteur ; Tin Yan TSE, Auteur ; Jane GIBSON, Auteur ; Sven BÖLTE, Auteur . - p.1904-1915.
Langues : Anglais (eng)
in Autism > 26-8 (November 2022) . - p.1904-1915
Mots-clés : Humans Autistic Disorder Autism Spectrum Disorder Built Environment Noise architecture design interior sensory space Index. décimale : PER Périodiques Résumé : Factors related to the interiors of buildings, including the layout of rooms, colours, smells, noises, temperature, ventilation, colour and clutter, among other things, can change the way we interact with our environment and the people around us. Autistic individuals can have differences in processing sensory information and may find aspects of the built environment (BE) over-whelming and difficult to navigate. We reviewed the existing literature exploring the BE and autism. This study found that it is possible to make changes to the BE to create more inclusive and friendly environments for everyone, including autistic individuals. Findings from this study provide clear recommendations that can be used by interior designers, architects, builders, and clinical practitioners to make a positive difference. Key recommendations include using simple spatial layouts, compartmentalising and zoning spaces into specific activity sections and providing retreat spaces. The thoughtful placement of windows and blinds and the installation of dimmable lights, for example, will allow users to manage or reduce sensory over-stimulation caused by lights. Similarly, we recommend creating soundproofing and sound absorbent materials to reduce background noise and sound levels. We also recommend using neutral or simple colour palettes and restrained use of patterns. Finally, and most importantly, the BE needs to be flexible and adaptable to meet the unique needs of each person. This study provides a starting point for design guidelines and recommendations towards making a difference to the everyday experiences of the interiors of buildings. En ligne : http://dx.doi.org/10.1177/13623613221102753 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=488 Gaming in the intervention and support process: A realist evaluation of a gaming-based programme / Abi LILFORD ; Vy NGUYEN ; Erin WALKER ; Haw Huei WEE ; Olov FALKMER ; Sarah MCGARRY in Autism, 29-7 (July 2025)
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[article]
Titre : Gaming in the intervention and support process: A realist evaluation of a gaming-based programme Type de document : Texte imprimé et/ou numérique Auteurs : Abi LILFORD, Auteur ; Vy NGUYEN, Auteur ; Erin WALKER, Auteur ; Haw Huei WEE, Auteur ; Olov FALKMER, Auteur ; Sarah MCGARRY, Auteur Article en page(s) : p.1688-1699 Langues : Anglais (eng) Mots-clés : autism social connection strengths-based video-games Index. décimale : PER Périodiques Résumé : Using games as part of the intervention and support process (sometimes referred to as 'gaming therapy") is an increasingly popular method of supporting autistic youth to develop social competencies and other skills because they are believed to be inherently motivating and fun for youth. Some emerging research has indicated that intervention programmes using games can be beneficial for autistic youth, but little is currently known about why, how and for whom they work. This study conducted a realist evaluation of a programme using the video game "Minecraft" for autistic youth, comprising interviews and observations with autistic youth (n = 4), facilitators (n = 2) and caregivers (n = 6). Findings from interviews and observations suggest that leveraging strengths, sharing power by placing youth in the 'expert role" and learning in a naturalistic and motivating environment provided youth with the opportunities to develop social competencies in communicating their wants and needs and supported the development of social connections, independence and emotion regulation. The results of this realist evaluation may provide a framework for future intervention and support programmes using video games.Lay abstract Using games as part of the intervention and support process (sometimes called 'gaming therapy") is increasingly used with autistic youth. Gaming is believed to be fun, motivating, and helpful in supporting autistic youth to develop social connections and skills, but very little research has explored this. In this study, we looked at a gaming-based programme that uses Minecraft. We did interviews and observations with youth, facilitators and caregivers of youth to find out why, how and for whom it works. We found that the gaming-based programme could be particularly motivating for youth interested in video games. Facilitators shared the interests of the youth and shared power by placing youth in the 'expert role", while providing youth with opportunities to learn and develop in their own way. Feedback from youth, their caregivers and facilitators suggests that the gaming-based programme might help youth develop social connections, independence and emotion regulation. The results of this realist evaluation may provide a framework for future gaming-based programmes. En ligne : https://dx.doi.org/10.1177/13623613251320542 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=558
in Autism > 29-7 (July 2025) . - p.1688-1699[article] Gaming in the intervention and support process: A realist evaluation of a gaming-based programme [Texte imprimé et/ou numérique] / Abi LILFORD, Auteur ; Vy NGUYEN, Auteur ; Erin WALKER, Auteur ; Haw Huei WEE, Auteur ; Olov FALKMER, Auteur ; Sarah MCGARRY, Auteur . - p.1688-1699.
Langues : Anglais (eng)
in Autism > 29-7 (July 2025) . - p.1688-1699
Mots-clés : autism social connection strengths-based video-games Index. décimale : PER Périodiques Résumé : Using games as part of the intervention and support process (sometimes referred to as 'gaming therapy") is an increasingly popular method of supporting autistic youth to develop social competencies and other skills because they are believed to be inherently motivating and fun for youth. Some emerging research has indicated that intervention programmes using games can be beneficial for autistic youth, but little is currently known about why, how and for whom they work. This study conducted a realist evaluation of a programme using the video game "Minecraft" for autistic youth, comprising interviews and observations with autistic youth (n = 4), facilitators (n = 2) and caregivers (n = 6). Findings from interviews and observations suggest that leveraging strengths, sharing power by placing youth in the 'expert role" and learning in a naturalistic and motivating environment provided youth with the opportunities to develop social competencies in communicating their wants and needs and supported the development of social connections, independence and emotion regulation. The results of this realist evaluation may provide a framework for future intervention and support programmes using video games.Lay abstract Using games as part of the intervention and support process (sometimes called 'gaming therapy") is increasingly used with autistic youth. Gaming is believed to be fun, motivating, and helpful in supporting autistic youth to develop social connections and skills, but very little research has explored this. In this study, we looked at a gaming-based programme that uses Minecraft. We did interviews and observations with youth, facilitators and caregivers of youth to find out why, how and for whom it works. We found that the gaming-based programme could be particularly motivating for youth interested in video games. Facilitators shared the interests of the youth and shared power by placing youth in the 'expert role", while providing youth with opportunities to learn and develop in their own way. Feedback from youth, their caregivers and facilitators suggests that the gaming-based programme might help youth develop social connections, independence and emotion regulation. The results of this realist evaluation may provide a framework for future gaming-based programmes. En ligne : https://dx.doi.org/10.1177/13623613251320542 Permalink : https://www.cra-rhone-alpes.org/cid/opac_css/index.php?lvl=notice_display&id=558