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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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Detalles Bibliográficos
Autores principales: Atherton, Gray, Cross, Liam
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8384560/
https://www.ncbi.nlm.nih.gov/pubmed/34447328
http://dx.doi.org/10.3389/fpsyg.2021.669734
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author Atherton, Gray
Cross, Liam
author_facet Atherton, Gray
Cross, Liam
author_sort Atherton, Gray
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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 pubmed-83845602021-08-25 The Use of Analog and Digital Games for Autism Interventions Atherton, Gray Cross, Liam Front Psychol Psychology 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. Frontiers Media S.A. 2021-08-09 /pmc/articles/PMC8384560/ /pubmed/34447328 http://dx.doi.org/10.3389/fpsyg.2021.669734 Text en Copyright © 2021 Atherton and Cross. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Atherton, Gray
Cross, Liam
The Use of Analog and Digital Games for Autism Interventions
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 Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8384560/
https://www.ncbi.nlm.nih.gov/pubmed/34447328
http://dx.doi.org/10.3389/fpsyg.2021.669734
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