Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD)
- Others:
- Service de psychiatrie des enfants et adultes [CHU Pitié-Salpêtrière ] ; Assistance publique - Hôpitaux de Paris (AP-HP) (AP-HP)-CHU Pitié-Salpêtrière [AP-HP] ; Assistance publique - Hôpitaux de Paris (AP-HP) (AP-HP)-Sorbonne Université (SU)-Sorbonne Université (SU)
- Institut des Systèmes Intelligents et de Robotique (ISIR) ; Université Pierre et Marie Curie - Paris 6 (UPMC)-Centre National de la Recherche Scientifique (CNRS)
- Université Nice Sophia Antipolis - Faculté des Sciences (UNS UFR Sciences) ; Université Nice Sophia Antipolis (1965 - 2019) (UNS) ; COMUE Université Côte d'Azur (2015-2019) (COMUE UCA)-COMUE Université Côte d'Azur (2015-2019) (COMUE UCA)
- ANR-13-CORD-0004,JEMImE,Jeu Educatif Multimodal d'Imitation Emotionnelle pour enfants atteints de troubles envahissants du développement(2013)
- European Project: 288241,EC:FP7:ICT,FP7-ICT-2011-7,MICHELANGELO(2011)
Description
The use of information communication technologies (ICTs) in therapy offers new perspectives for treating many domains in individuals with autism spectrum disorders (ASD) because they can be used in many different ways and settings and they are attractive to the patients. We reviewed the available literature on serious games that are used to teach social interactions to individuals with ASD. After screening the Medline, Science Direct and ACM Digital Library databases, we found a total of 31 serious games: 16 that targeted emotion recognition or production and 15 that targeted social skills. There was a significant correlation between the number of reports per year and the year of publication. Serious games appeared promising because they can support training on many different skills and they favour interactions in diverse contexts and situations, some of which may resemble real life. However, the currently available serious games exhibit some limitations: (i) most of them are developed for High-Functioning individuals; (ii) their clinical validation has rarely met the evidence-based medicine standards; (iii) the game design is not usually described; and, (iv) in many cases, the clinical validation and playability/game design are not compatible.
Abstract
International audience
Additional details
- URL
- https://hal.sorbonne-universite.fr/hal-01525828
- URN
- urn:oai:HAL:hal-01525828v1
- Origin repository
- UNICA