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Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial
INTRODUCTION: Autism spectrum disorder (ASD) is characterised by impairments in social communication. Core symptoms are deficits in social looking behaviours, including limited visual attention to faces and sensitivity to eye gaze cues. We designed an intervention game using serious game mechanics f...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
BMJ Publishing Group
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6173230/ https://www.ncbi.nlm.nih.gov/pubmed/30287612 http://dx.doi.org/10.1136/bmjopen-2018-023682 |
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author | Scherf, K. Suzanne Griffin, Jason W Judy, Brian Whyte, Elisabeth M Geier, Charles F Elbich, Daniel Smyth, Joshua M |
author_facet | Scherf, K. Suzanne Griffin, Jason W Judy, Brian Whyte, Elisabeth M Geier, Charles F Elbich, Daniel Smyth, Joshua M |
author_sort | Scherf, K. Suzanne |
collection | PubMed |
description | INTRODUCTION: Autism spectrum disorder (ASD) is characterised by impairments in social communication. Core symptoms are deficits in social looking behaviours, including limited visual attention to faces and sensitivity to eye gaze cues. We designed an intervention game using serious game mechanics for adolescents with ASD. It is designed to train individuals with ASD to discover that the eyes, and shifts in gaze specifically, provide information about the external world. We predict that the game will increase understanding of gaze cues and attention to faces. METHODS AND ANALYSIS: The Social Games for Adolescents with Autism (SAGA) trial is a preliminary, randomised controlled trial comparing the intervention game with a waitlist control condition. 34 adolescents (10–18 years) with ASD with a Full-Scale IQ between 70 and 130 and a minimum second grade reading level, and their parents, will be randomly assigned (equally to intervention or the control condition) following baseline assessments. Intervention participants will be instructed to play the computer game at home on a computer for ~30 min, three times a week. All families are tested in the lab at baseline and approximately 2 months following randomisation in all measures. Primary outcomes are assessed with eye tracking to measure sensitivity to eye gaze cues and social visual attention to faces; secondary outcomes are assessed with questionnaires to measure social skills and autism-like behaviours. The analyses will focus on evaluating the feasibility, safety and preliminary effectiveness of the intervention. ETHICS AND DISSEMINATION: SAGA is approved by the Institutional Review Board at Pennsylvania State University (00005097). Findings will be disseminated via scientific conferences and peer-reviewed journals and to participants via newsletter. The intervention game will be available to families in the control condition after the full data are collected and if analyses indicate that it is effective. TRIAL REGISTRATION NUMBER: NCT02968225. |
format | Online Article Text |
id | pubmed-6173230 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | BMJ Publishing Group |
record_format | MEDLINE/PubMed |
spelling | pubmed-61732302018-10-10 Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial Scherf, K. Suzanne Griffin, Jason W Judy, Brian Whyte, Elisabeth M Geier, Charles F Elbich, Daniel Smyth, Joshua M BMJ Open Mental Health INTRODUCTION: Autism spectrum disorder (ASD) is characterised by impairments in social communication. Core symptoms are deficits in social looking behaviours, including limited visual attention to faces and sensitivity to eye gaze cues. We designed an intervention game using serious game mechanics for adolescents with ASD. It is designed to train individuals with ASD to discover that the eyes, and shifts in gaze specifically, provide information about the external world. We predict that the game will increase understanding of gaze cues and attention to faces. METHODS AND ANALYSIS: The Social Games for Adolescents with Autism (SAGA) trial is a preliminary, randomised controlled trial comparing the intervention game with a waitlist control condition. 34 adolescents (10–18 years) with ASD with a Full-Scale IQ between 70 and 130 and a minimum second grade reading level, and their parents, will be randomly assigned (equally to intervention or the control condition) following baseline assessments. Intervention participants will be instructed to play the computer game at home on a computer for ~30 min, three times a week. All families are tested in the lab at baseline and approximately 2 months following randomisation in all measures. Primary outcomes are assessed with eye tracking to measure sensitivity to eye gaze cues and social visual attention to faces; secondary outcomes are assessed with questionnaires to measure social skills and autism-like behaviours. The analyses will focus on evaluating the feasibility, safety and preliminary effectiveness of the intervention. ETHICS AND DISSEMINATION: SAGA is approved by the Institutional Review Board at Pennsylvania State University (00005097). Findings will be disseminated via scientific conferences and peer-reviewed journals and to participants via newsletter. The intervention game will be available to families in the control condition after the full data are collected and if analyses indicate that it is effective. TRIAL REGISTRATION NUMBER: NCT02968225. BMJ Publishing Group 2018-10-04 /pmc/articles/PMC6173230/ /pubmed/30287612 http://dx.doi.org/10.1136/bmjopen-2018-023682 Text en © Author(s) (or their employer(s)) 2018. Re-use permitted under CC BY-NC. No commercial re-use. See rights and permissions. Published by BMJ. This is an open access article distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited, appropriate credit is given, any changes made indicated, and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/. |
spellingShingle | Mental Health Scherf, K. Suzanne Griffin, Jason W Judy, Brian Whyte, Elisabeth M Geier, Charles F Elbich, Daniel Smyth, Joshua M Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial |
title | Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial |
title_full | Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial |
title_fullStr | Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial |
title_full_unstemmed | Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial |
title_short | Improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase I randomised controlled trial |
title_sort | improving sensitivity to eye gaze cues in autism using serious game technology: study protocol for a phase i randomised controlled trial |
topic | Mental Health |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6173230/ https://www.ncbi.nlm.nih.gov/pubmed/30287612 http://dx.doi.org/10.1136/bmjopen-2018-023682 |
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