The Use of Analog and Digital Games for Autism Interventions

Many interventions that target improvements in social communication and other cognitive, learning, and physical issues have been developed to help autistic people. The gamification of interventions offers an alternative approach to fostering and assessing desired behaviors and cognitions in a more n...

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Main Authors: Gray Atherton, Liam Cross
Format: Article
Language:English
Published: Frontiers Media S.A. 2021-08-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fpsyg.2021.669734/full
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author Gray Atherton
Liam Cross
author_facet Gray Atherton
Liam Cross
author_sort Gray Atherton
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description Many interventions that target improvements in social communication and other cognitive, learning, and physical issues have been developed to help autistic people. The gamification of interventions offers an alternative approach to fostering and assessing desired behaviors and cognitions in a more naturalistic and emergent setting. In this scoping review aimed at educators, practitioners, and parents of those with autism, 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 can be progressed and implemented. We offer parents, professionals and academics resources to incorporate game-based psycho-educational programs into their current practice.
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spelling doaj.art-7072fb8897d54fa09f437883bd90da642022-12-21T22:08:34ZengFrontiers Media S.A.Frontiers in Psychology1664-10782021-08-011210.3389/fpsyg.2021.669734669734The Use of Analog and Digital Games for Autism InterventionsGray AthertonLiam CrossMany interventions that target improvements in social communication and other cognitive, learning, and physical issues have been developed to help autistic people. The gamification of interventions offers an alternative approach to fostering and assessing desired behaviors and cognitions in a more naturalistic and emergent setting. In this scoping review aimed at educators, practitioners, and parents of those with autism, 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 can be progressed and implemented. We offer parents, professionals and academics resources to incorporate game-based psycho-educational programs into their current practice.https://www.frontiersin.org/articles/10.3389/fpsyg.2021.669734/fullautismgamesinterventionsocial cognitionemotional intelligencegamification
spellingShingle Gray Atherton
Liam Cross
The Use of Analog and Digital Games for Autism Interventions
Frontiers in Psychology
autism
games
intervention
social cognition
emotional intelligence
gamification
title The Use of Analog and Digital Games for Autism Interventions
title_full The Use of Analog and Digital Games for Autism Interventions
title_fullStr The Use of Analog and Digital Games for Autism Interventions
title_full_unstemmed The Use of Analog and Digital Games for Autism Interventions
title_short The Use of Analog and Digital Games for Autism Interventions
title_sort use of analog and digital games for autism interventions
topic autism
games
intervention
social cognition
emotional intelligence
gamification
url https://www.frontiersin.org/articles/10.3389/fpsyg.2021.669734/full
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