2021
DOI: 10.1080/87565641.2021.1981905
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Interventions with Serious Games and Entertainment Games in Autism Spectrum Disorder: A Systematic Review

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Cited by 36 publications
(31 citation statements)
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References 107 publications
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“…In terms of social interaction, autistic children have a lack of nonverbal behaviors, such as eye contact, facial expressions, and body movements and a lack of interpersonal and emotional interactions. There is a lack of interpersonal and emotional interactions [ 10 ]. Since the kindergarten has a dance studio on the same floor, the teaching of sports games is carried out in indoor classrooms.…”
Section: Related Workmentioning
confidence: 99%
“…In terms of social interaction, autistic children have a lack of nonverbal behaviors, such as eye contact, facial expressions, and body movements and a lack of interpersonal and emotional interactions. There is a lack of interpersonal and emotional interactions [ 10 ]. Since the kindergarten has a dance studio on the same floor, the teaching of sports games is carried out in indoor classrooms.…”
Section: Related Workmentioning
confidence: 99%
“…Serious and entertainment games are increasingly being proposed as potential tools for behavioral interventions in individuals with ASD [11], [14]. These games have been developed to improve the cognitive functioning and quality of life of ASD patients [14]. However, several limitations remain in current serious games.…”
Section: Discussionmentioning
confidence: 99%
“…The development of game-based training platforms for behavioral interventions has emerged as a growing trend, because individuals with autism are commonly reported to enjoy using computer technology with highly predictable and affect-free interfaces [10]. In the past decade, numerous serious games have been developed for personalized training and the cognitive assessment of emotions, social interactions, and daily living skills [11], [14]. Different aspects of training have been developed, including affective, behavioral, and cognitive functions, as well as social skills [14].…”
Section: Introductionmentioning
confidence: 99%
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“…Non-educational games, despite their name, have been frequently used for educational purposes (Squire, 2003;Egenfeldt-Nielsen, 2006;Wastiau et al, 2009). Research on the use of commercial off-the-shelf games in education has identified their potential in learning skills such as dealing with depression (Olson, 2016), teamwork and other social skills (Sherry, 2016;Silva et al, 2021), attention abilities (Franceschini et al, 2013), and enhancing cognitive performance (Dale and Green, 2016). Furthermore, non-educational games have been used in teaching a variety of subjects such as languages Chen and Yang, 2012;Reinders, 2012), history (Squire 2005), and science (de Aldama and Pozo, 2020).…”
Section: Informal Learning From Gamesmentioning
confidence: 99%