Skip to main content

Serious Games for Autism Based on Immersive Virtual Reality: A Lens on Methodological and Technological Challenges

  • Conference paper
  • First Online:

Part of the book series: Lecture Notes in Networks and Systems ((LNNS,volume 580))

Abstract

The use of Serious Games in the treatment of people with Autism Spectrum Disorders is nowadays considered promising, given the positive effects in promoting the acquisition of learning through motivating and engaging experiences. In particular, recent years have seen increased research attention toward serious games based on Immersive Virtual Reality technologies (i.e., large-scale projection-based systems, head-mounted displays). This is due to the benefits that the high level of immersion produces in learning outcomes: a high level of immersion eliminates environmental distractions and fosters attention on the learning tasks as well as coping with anxiety and social phobias. Unfortunately, the design and evaluation of these interventions are not without challenges and issues, given the difficulties in applying adequate and rigorous methodological design approaches. This paper presents a review of the available Serious Games for Autism based on Immersive Virtual Reality, developed between 2009 and mid-2021, selected and categorized with respect to target users’ characteristics, learning purpose, and the adopted Immersive Virtual Reality technologies. The analysis mainly put a lens on technological aspects and on how these interventions were designed, as well as on the people involved in the design itself. Finally, some preliminary guidelines are delineated.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   149.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   199.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Abras, C., Maloney-Krichmar, D., Preece, J., et al.: User-centered design. In: Bainbridge, W. (ed.) Encyclopedia of Human-Computer Interaction, vol. 37, no. 4, pp. 445–456. Sage Publications, Thousand Oaks (2004)

    Google Scholar 

  2. Abt, C.C.: Serious Games. University Press of America (1987)

    Google Scholar 

  3. Adjorlu, A., Serafin, S.: Head-mounted display-based virtual reality as a tool to teach money skills to adolescents diagnosed with autism spectrum disorder. In: Brooks, A.L., Brooks, E., Sylla, C. (eds.) ArtsIT/DLI -2018. LNICST, vol. 265, pp. 450–461. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-06134-0_48

    Chapter  Google Scholar 

  4. Albrecht, M.A., Foster, J.K., Joosten, A., et al.: Visual search strategies during facial recognition in children with ASD. Res. Autism Spectr. Disord. 8(5), 559–569 (2014)

    Article  Google Scholar 

  5. Alharbi, A., Aloufi, S., Assar, R., Meccawy, M.: Virtual reality street-crossing training for children with autism in Arabic language. In: Professional International Conference on Innovation and Intelligence for Informatics, Computing and Technologies, pp. 1–6 (2020)

    Google Scholar 

  6. American Psychiatric Association: Diagnostic and Statistical Manual of Mental Disorders: DSM-5, vol. 5. American Psychiatric Association (2013)

    Google Scholar 

  7. Aniwaa Team: Types of VR headsets: PC VR, standalone VR, smartphone VR. https://www.aniwaa.com/guide/vr-ar/types-of-vr-headsets/. Accessed 01 Mar 2022

  8. Benton, L., Vasalou, A., Khaled, R., et al.: Diversity for design: a framework for involving neurodiverse children in the technology design process. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 3747–3756. ACM (2014)

    Google Scholar 

  9. Bernardini, S., Porayska-Pomsta, K., Smith, T.J.: ECHOES: an intelligent serious game for fostering social communication in children with autism. Inf. Sci. 264, 41–60 (2014)

    Article  Google Scholar 

  10. Boucenna, S., Narzisi, A., Tilmont, E., et al.: Interactive technologies for autistic children: a review. Cogn. Comput. 6(4), 722–740 (2014). https://doi.org/10.1007/s12559-014-9276-x

    Article  Google Scholar 

  11. Bozgeyikli, E., Bozgeyikli, L., Raij, A., Katkoori, S., Alqasemi, R., Dubey, R.: Virtual reality interaction techniques for individuals with autism spectrum disorder: design considerations and preliminary results. In: Kurosu, M. (ed.) HCI 2016. LNCS, vol. 9732, pp. 127–137. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-39516-6_12

    Chapter  Google Scholar 

  12. Bozgeyikli, L., et al.: VR4VR: vocational rehabilitation of individuals with disabilities in immersive virtual reality environments. In: Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments, pp. 1–4 (2015)

    Google Scholar 

  13. Bozgeyikli, L., Bozgeyikli, E., Raij, A., Alqasemi, R., Katkoori, S., Dubey, R.: Vocational rehabilitation of individuals with autism spectrum disorder with virtual reality. ACM Trans. Access. Comput. 10(2), 1–25 (2017)

    Article  Google Scholar 

  14. Bozgeyikli, L., Bozgeyikli, E., Raij, A., et al.: Vocational training with immersive virtual reality for individuals with autism: towards better design practices. In: IEEE 2nd Workshop on Everyday Virtual Reality, pp. 21–25 (2016)

    Google Scholar 

  15. Bozgeyikli, L., Raij, A., Katkoori, S., Alqasemi, R.: A survey on virtual reality for individuals with autism spectrum disorder: design considerations. IEEE Trans. Learn. Technol. 11(2), 133–151 (2018)

    Article  Google Scholar 

  16. Cai, Y., Chia, N.K., Thalmann, D., Kee, N.K., Zheng, J., Thalmann, N.M.: Design and development of a virtual dolphinarium for children with autism. IEEE Trans. Neural Syst. Rehabil. Eng. 21(2), 208–217 (2013)

    Article  Google Scholar 

  17. Camargo, M.C., Barros, R.M., Brancher, J.D., Barros, V.T.O., Santana, M.: Designing gamified interventions for autism spectrum disorder: a systematic review. In: van der Spek, E., Göbel, S., Do, E.Y.-L., Clua, E., Baalsrud Hauge, J. (eds.) ICEC-JCSG 2019. LNCS, vol. 11863, pp. 341–352. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-34644-7_28

    Chapter  Google Scholar 

  18. Caruso, F., Di Mascio, T.: Designing IVR serious games for people with ASD. In: Kubincová, Z., Lancia, L., Popescu, E., Nakayama, M., Scarano, V., Gil, A.B. (eds.) MIS4TEL 2020. AISC, vol. 1236, pp. 291–295. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-52287-2_30

    Chapter  Google Scholar 

  19. Checa, D., Bustillo, A.: A review of immersive virtual reality serious games to enhance learning and training. Multimed. Tools. Appl. 79(9), 5501–5527 (2020). https://doi.org/10.1007/s11042-019-08348-9

    Article  Google Scholar 

  20. De Luca, R., Naro, A., Colucci, P.V., Pranio, F., et al.: Improvement of brain functional connectivity in autism spectrum disorder: an exploratory study on the potential use of virtual reality. J. Neural Transm. 128(3), 371–380 (2021). https://doi.org/10.1007/s00702-021-02321-3

    Article  Google Scholar 

  21. Di Mascio, T., Tarantino, L., De Gasperis, G., Pino, C.: Immersive virtual environments: a comparison of mixed reality and virtual reality headsets for ASD treatment. In: Gennari, R., et al. (eds.) MIS4TEL 2019. AISC, vol. 1007, pp. 153–163. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-23990-9_19

    Chapter  Google Scholar 

  22. Elgarf, M., Abdennadher, S., Elshahawy, M.: I-interact: a virtual reality serious game for eye contact improvement for children with social impairment. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds.) JCSG 2017. LNCS, vol. 10622, pp. 146–157. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-70111-0_14

    Chapter  Google Scholar 

  23. Finkelstein, S., Barnes, T., Wartell, Z., Suma, E.A.: Evaluation of the exertion and motivation factors of a virtual reality exercise game for children with autism. In: 1st Workshop on Virtual and Augmented Assistive Technology (VAAT), pp. 11–16. IEEE (2013)

    Google Scholar 

  24. Frauenberger, C., Makhaeva, J., Spiel, K.: Blending methods: developing participatory design sessions for autistic children. In: Proceedings of the International Conference on Interaction Design and Children, pp. 39–49 (2017)

    Google Scholar 

  25. Gelsomini, M.: An affordable virtual reality learning framework for children with neuro-developmental disorder. In: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 343–344. Association for Computing Machinery, New York (2016)

    Google Scholar 

  26. Glaser, N., Schmidt, M.: Systematic literature review of virtual reality intervention design patterns for individuals with autism spectrum disorders. Int. J. Hum.-Comput. Int. 38(8), 753–788 (2021)

    Article  Google Scholar 

  27. Grossard, C., Grynspan, O., Serret, S., et al.: Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD). Comput. Educ. 113, 195–211 (2017)

    Article  Google Scholar 

  28. Hassan, A., Pinkwart, N., Shafi, M.: Serious games to improve social and emotional intelligence in children with autism. Entertain. Comput. 38, 100417 (2021)

    Article  Google Scholar 

  29. Herrero, J.F., Lorenzo, G.: An immersive virtual reality educational intervention on people with autism spectrum disorders (ASD) for the development of communication skills and problem solving. Educ. Inf. Technol. 25(3), 1689–1722 (2019). https://doi.org/10.1007/s10639-019-10050-0

    Article  Google Scholar 

  30. Khowaja, K., Salim, S.S., Al-Thani, D.: Components to design serious games for children with autism spectrum disorder (ASD) to learn vocabulary. In: Proceedings of the 5th International Conference on Engineering Technologies and Applied Sciences, pp. 1–7. IEEE (2018)

    Google Scholar 

  31. Kitchenham, B.: Procedures for performing systematic reviews 33(2004), 1–26. Keele University, Keele, UK (2004)

    Google Scholar 

  32. Lai, M.C., Lombardo, M.V., Baron-Cohen, S.: Autism Lancet 383(9920), 896–910 (2014)

    Google Scholar 

  33. Lorenzo, G., Lledó, A., Arráez-Vera, G., Lorenzo-Lledó, A.: The application of immersive virtual reality for students with ASD: a review between 1990–2017. Educ. Inf. Technol. 24(1), 127–151 (2019). https://doi.org/10.1007/s10639-018-9766-7

    Article  Google Scholar 

  34. Lu, A., Chan, S., Cai, Y., et al.: Learning through VR gaming with virtual pink dolphins for children with ASD. Interact. Learn. Environ. 26(6), 718–729 (2018)

    Article  Google Scholar 

  35. Marne, B., Wisdom, J., Huynh-Kim-Bang, B., Labat, J.-M.: The six facets of serious game design: a methodology enhanced by our design pattern library. In: Ravenscroft, A., Lindstaedt, S., Kloos, C.D., Hernández-Leo, D. (eds.) EC-TEL 2012. LNCS, vol. 7563, pp. 208–221. Springer, Heidelberg (2012). https://doi.org/10.1007/978-3-642-33263-0_17

    Chapter  Google Scholar 

  36. Maun, R., Fabri, M., Trevorrow, P.: Adapting participatory design activities for autistic adults: a review. In: Soares, M.M., Rosenzweig, E., Marcus, A. (eds.) HCII 2021. LNCS, vol. 12780, pp. 300–314. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-78224-5_21

    Chapter  Google Scholar 

  37. Mesa-Gresa, P., Gil-Gómez, H., Lozano-Quilis, J.A., Gil-Gómez, J.A.: Effectiveness of virtual reality for children and adolescents with autism spectrum disorder: an evidence-based systematic review. Sensors 18(8), 2486 (2018)

    Article  Google Scholar 

  38. Miller, H.L., Bugnariu, N.L.: Level of immersion in virtual environments impacts the ability to assess and teach social skills in autism spectrum disorder. Cyberpsychology Behav. Soc. Netw. 19(4), 246–256 (2016)

    Article  Google Scholar 

  39. Mora-Guiard, J., Crowell, C., Pares, N., Heaton, P.: Lands of fog: helping children with autism in social interaction through a full-body interactive experience. In: Proceedings of the 15th International Conference on Interaction Design and Children, pp. 262–274 (2016)

    Google Scholar 

  40. Mora-Guiard, J., Crowell, C., Pares, N., Heaton, P.: Sparking social initiation behaviors in children with Autism through full-body interaction. Int. J. Child-Comput. Interact. 11, 62–71 (2017)

    Article  Google Scholar 

  41. Naranjo, C.A., Ortiz, J.S., Álvarez, V.M., et al.: Teaching process for children with autism in virtual reality environments. In: Proceedings of the 9th International Conference on Education Technology and Computers, pp. 41–45 (2017)

    Google Scholar 

  42. Park, J.H., Abirached, B., Zhang, Y.: A framework for designing assistive technologies for teaching children with ASDs emotions. In: CHI 2012 Extended Abstracts on Human Factors in Computing Systems, pp. 2423–2428. ACM (2012)

    Google Scholar 

  43. Parsons, S.: Authenticity in virtual reality for assessment and intervention in autism: a conceptual review. Educ. Res. Rev. 19, 138–157 (2016)

    Article  Google Scholar 

  44. Peretti, S., Mariano, M., Mazzocchetti, C., et al.: Diet: the keystone of autism spectrum disorder? Nutr. Neurosci. 22(12), 825–839 (2019)

    Article  Google Scholar 

  45. Rahmadiva, M., Arifin, A., Fatoni, M.H., et al.: A design of multipurpose virtual reality game for children with autism spectrum disorder. In: Proceedings International Conference on Biomedical Instrumentation and Technology, vol. 1, pp. 1–6. IEEE (2019)

    Google Scholar 

  46. Rojo, D., Mayor, J., Rueda, J.J.G., Raya, L.: A virtual reality training application for adults with Asperger’s syndrome. IEEE Comput. Graph. Appl. 39(2), 104–111 (2019)

    Article  Google Scholar 

  47. Shahab, M., Taheri, A., Mokhtari, M., et al.: Utilizing social virtual reality robot (V2R) for music education to children with high-functioning autism. Educ. Inf. Technol. 27(1), 819–843 (2021). https://doi.org/10.1007/s10639-020-10392-0

    Article  Google Scholar 

  48. Simões, M., Bernardes, M., Barros, F., et al.: Virtual travel training for autism spectrum disorder: proof-of-concept interventional study. JMIR Serious Games 6(1), e8428 (2018)

    Article  Google Scholar 

  49. Soloway, E., Guzdial, M., Hay, K.E.: Learner-centered design: the challenge for HCI in the 21st century. Interactions 1(2), 36–48 (1994)

    Article  Google Scholar 

  50. Takahashi, I., Oki, M., Bourreau, B., Suzuki, K.: Designing interactive visual supports for children with special needs in a school setting. In: Proceedings of the International Conference on Designing Interactive Systems, pp. 265–275 (2018)

    Google Scholar 

  51. Thordarson, A., Vilhjálmsson, H.H.: SoCueVR: virtual reality game for social cue detection training. In: Proceedings of the ACM International Conference on Intelligent Virtual Agents, pp. 46–48 (2019)

    Google Scholar 

  52. Tsai, W.T., Lee, I.J., Chen, C.H.: Inclusion of third-person perspective in CAVE-like immersive 3D virtual reality role-playing games for social reciprocity training of children with an autism spectrum disorder. Univ. Access Inf. Soc. 20(2), 375–389 (2020). https://doi.org/10.1007/s10209-020-00724-9

    Article  Google Scholar 

  53. Tsikinas, S., Xinogalos, S.: Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: a systematic literature review. J. Comput. Assist. Learn. 35(1), 61–73 (2019)

    Article  Google Scholar 

  54. Valencia, K., Rusu, C., Quiñones, D., Jamet, E.: The impact of technology on people with autism spectrum disorder: a systematic literature review. Sensors 19(20), 4485 (2019)

    Article  Google Scholar 

  55. Vannest, K.J.: AAIDD (American Association on Intellectual Developmental Disabilities) Classification Systems. Encyclopedia of Special Education: A Reference for the Education of Children, Adolescents, and Adults with Disabilities and Other Exceptional Individuals (2013)

    Google Scholar 

  56. Vona, F., Silleresi, S., Beccaluva, E., Garzotto, F.: Social MatchUP: collaborative games in wearable virtual reality for persons with neurodevelopmental disorders. In: Ma, M., Fletcher, B., Göbel, S., Baalsrud Hauge, J., Marsh, T. (eds.) JCSG 2020. LNCS, vol. 12434, pp. 49–65. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-61814-8_4

    Chapter  Google Scholar 

  57. Whyte, E.M., Smyth, J.M., Scherf, K.S.: Designing serious game interventions for individuals with autism. J. Autism Dev. Disord. 45(12), 3820–3831 (2015). https://doi.org/10.1007/s10803-014-2333-1

    Article  Google Scholar 

  58. Winoto, P., Xu, C.N., Zhu, A.A.: “Look to remove’’: a virtual reality application on word learning for Chinese children with autism. In: Antona, M., Stephanidis, C. (eds.) UAHCI 2016. LNCS, vol. 9739, pp. 257–264. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-40238-3_25

    Chapter  Google Scholar 

  59. Zakari, H.M., Ma, M., Simmons, D.: A review of serious games for children with autism spectrum disorders (ASD). In: Ma, M., Oliveira, M.F., Baalsrud Hauge, J. (eds.) SGDA 2014. LNCS, vol. 8778, pp. 93–106. Springer, Cham (2014). https://doi.org/10.1007/978-3-319-11623-5_9

    Chapter  Google Scholar 

  60. Zhao, Q.: A survey on virtual reality. Sci. China Inf. Sci. 52(3), 348–400 (2009). https://doi.org/10.1007/s11432-009-0066-0

    Article  MathSciNet  MATH  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Federica Caruso .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Barletta, V.S., Caruso, F., Di Mascio, T., Piccinno, A. (2023). Serious Games for Autism Based on Immersive Virtual Reality: A Lens on Methodological and Technological Challenges. In: Temperini, M., et al. Methodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference. MIS4TEL 2022. Lecture Notes in Networks and Systems, vol 580. Springer, Cham. https://doi.org/10.1007/978-3-031-20617-7_23

Download citation

Publish with us

Policies and ethics