Designing serious game interventions for individuals with autism

By: Whyte, Elisabeth M.
Contributor(s): Scherf, K. Suzanne | Smyth, Joshua M.
Series: Journal of Autism and Developmental Disorders 45 (12) 2015: 3820-3831.2015 2015Disc region: text file PDF rda.Content type: text Media type: computer Carrier type: online resource Subject(s): ASSISTIVE TECHNOLOGY | AUTISM | COGNITIVE SKILLS | SERIOUS GAMES | VIRTUAL REALITYOnline resources: Read this Article Summary: Observes that the design of ''Serious games'' that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. Examines the core principles of serious game design and the current use of these principles in computer-based interventions for individuals with autism. Points out, however, that participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to everyday social communicative interactions. Suggests that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.
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Observes that the design of ''Serious games'' that use game components (e.g., storyline, long-term goals, rewards) to create engaging learning experiences has increased in recent years. Examines the core principles of serious game design and the current use of these principles in computer-based interventions for individuals with autism. Points out, however, that participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to everyday social communicative interactions. Suggests that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.

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