TY - JOUR
T1 - The use of Analog and Digital Games for Autism Interventions
AU - ATHERTON, GRAY
AU - CROSS, LIAM
N1 - Funding Information:
Funding. This work was supported by Game in Lab?Innovation Factory. It was conducted and written independently from any funding oversight.
Funding Information:
This work was supported by Game in Lab—Innovation Factory. It was conducted and written independently from any funding oversight.
Publisher Copyright:
© Copyright © 2021 Atherton and Cross.
PY - 2021/8/9
Y1 - 2021/8/9
N2 - Many interventions that target improvements in social communication and other cognitive, learning and physical issues, have been developed to help autistic people. Gamification offers an alternative approach to fostering and assessing desired behaviours and cognitions in a more naturalistic and emergent setting. In this limited scoping review aimed at eductaors, practioners and parents of those with autsims, we detail studies that have tested game-based approaches to improving the lives of autistic children, adolescents and adults, focusing on how research into gamification and autism can both progress and be pragmatically implemented . We offer parents and professionals and academics resources to incorporate game-based psycho-educational programs into their current practice.
AB - Many interventions that target improvements in social communication and other cognitive, learning and physical issues, have been developed to help autistic people. Gamification offers an alternative approach to fostering and assessing desired behaviours and cognitions in a more naturalistic and emergent setting. In this limited scoping review aimed at eductaors, practioners and parents of those with autsims, we detail studies that have tested game-based approaches to improving the lives of autistic children, adolescents and adults, focusing on how research into gamification and autism can both progress and be pragmatically implemented . We offer parents and professionals and academics resources to incorporate game-based psycho-educational programs into their current practice.
KW - autism
KW - games
KW - intervention
KW - emotional intelligence
KW - gamification
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U2 - 10.3389/fpsyg.2021.669734
DO - 10.3389/fpsyg.2021.669734
M3 - Article (journal)
C2 - 34447328
SN - 1664-1078
VL - 12
SP - 669734
JO - Frontiers in Psychology
JF - Frontiers in Psychology
M1 - 669734
ER -