This document reviews serious games for people with intellectual disabilities and autism. It explores the current state of serious games that target skills in categories like adaptive behavior, social skills, practical skills, and intellectual functioning. The review analyzed 50 studies and 43 serious games, classifying them by the skills and abilities addressed. Results found that most games focused on social and conceptual skills, and evaluated positively in usability and purpose testing, though few analyzed long term effects. Areas like practical life skills and intellectual functioning had fewer supporting studies. Overall, more research is needed on using new platforms and evaluating long term impacts of serious games.
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Review on Serious Games for people with Intellectual Disabilities and Autism
1. Review on Serious Games for People
with Intellectual Disabilities and
Autism
Stavros Tsikinas, s.tsikinas@uom.gr
Stelios Xinogalos, stelios@uom.gr
Maya Satratzemi, maya@uom.gr
Department of Applied Informatics
University of Macedonia
Thessaloniki, Greece
Study Goal:
Explore the state-of-the-art in Serious
Games for people with Intellectual
Disabilities and Autism
2. What is Intellectual Disability
What is Autism Spectrum Disorder
Intellectual Disabilities (AAIDD):
Developmental Disorder that affects:
Adaptive Behaviour
Conceptual
Social
Practical
Intellectual Functioning
General Mental Abilities (IQ Test)
Autism Spectrum Disorder:
Limitations in:
Social
Emotional
Communicational
Existence of People with Both
3. Serious Games to Improve Skills
New technological intervention method
Combines learning and entertainment
Different Games addressing different skills
4. Review Method (I/II)
Connolly et. al (2012)
Defined Databases covering the fields
Science, Medicine, Computer Science
Terms/Keywords
Serious Games, Educational Games, Game-based Learning, Computer Games, Video Games,
Computer Interventions, Interactive Multimedia, Software Design
Intellectual Disabilities, Autism, Special Education, Cognitive Disabilities, Autism Spectrum Disorder,
Therapy Skills, Mental Impairments
5. Review Method (II/II)
Connolly et. al (2012)
Filtering
2005-2016
Intellectual Disabilities or Autism
Exclude other mental impairments
Gaming Experience
Design/Development/Evaluation
50 Studies, 43 Serious Games
6. Presentation
Category of Skills (based on AAIDD)
Author(s)
Target Audience
Name of Project/Game
Purpose
Type/Platform: desktop-based, web-based and app-based, console
Evaluation
Type of Testing (usability testing, purpose testing)
Effect (positive, negative, neutral, not available)
Availability
7. Examples
Evaluation
Type of Testing: UT=usability testing, PT=purpose testing
Effect: +=positive effect, -=negative effect, N=neutral effect & NA=not available
Purpose testing: ST = short term & LT = long term
Availability is denoted by an * after the games name
8. Studies Classification
SGs for ID
& ASD
Adaptive Behaviour
(38)
Conceptual (6)
Language, Literacy (2)
Money (2)
Time (1)
Numbers (1)
Self-Direction
Social (20)
Interpersonal (19)
Social Responsibility (1)
Self-esteem
Gullibility
Naivet辿
Social Problem Solving
Follow Rules
Avoid Victimized
Practical (12) Personal Care (2)
Work-Related (2)
Healthcare (4)
Travel & Transportation (1)
Schedules (1)
Safety (1)
Use of Money/Telephone (1)
Intellectual
Functioning (5)
Cognitive (5)
9. Results (I/IV)
Conceptual Skills:
Addressed mainly to children with ID
All types of platforms are used
People with ID do not have particular limitation using hardware
Purpose Testing with positive effects
10. Results (II/IV)
Social Skills
Most tackled category
Interpersonal skills (Communication, Collaboration, Emotions)
Addressed mainly to people with ASD
Purpose Testing for nearly half of the games with positive effects (Short-Term) in most cases
Skills, such as self-esteem, gullibility and na誰vet辿, are not covered
11. Results (III/IV)
Practical Skills
All AAIDD skills covered
However, limited number of studies
Majority commercially distributed
Commercial games used for serious purpose
Usability Testing
12. Results (IV/IV)
Intellectual Functioning
Most of studies present sets of mini-games
Cover multiple cognitive skills
Limited studies
More challenging topic
No long-term effects evaluated
13. Conclusions &
Future Work
PC overpowers other consoles
New studies, use new generation platforms (Smartphones, Tablets)
Game Consoles not popular
SG Evaluations with long-term effects is limited
Intellectual Functioning studies are limited
Investigate evaluation methods/practices
Develop new solution to address multiple skills