Skip to main content
Log in

Designing Serious Game Interventions for Individuals with Autism

  • Original Paper
  • Published:
Journal of Autism and Developmental Disorders Aims and scope Submit manuscript

Abstract

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. We examine of the core principles of serious game design and examine the current use of these principles in computer-based interventions for individuals with autism. Participants who undergo these computer-based interventions often show little evidence of the ability to generalize such learning to novel, everyday social communicative interactions. This lack of generalized learning may result, in part, from the limited use of fundamental elements of serious game design that are known to maximize learning. We suggest that future computer-based interventions should consider the full range of serious game design principles that promote generalization of learning.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  • Anderson-Handley, C., Tureck, K., & Schneiderman, R. L. (2011). Autism and exergaming: Effects on repetitive behaviors and cognition. Psychology Research and Behavior Management, 4, 129–137.

    Article  Google Scholar 

  • Bandura, A. (1986). Social foundations for thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice Hall.

    Google Scholar 

  • Barab, S., Thomas, M., Dodge, T., Cartaeux, R., & Tuzun, H. (2005). Making learning fun: Quest Atlantis, a game without guns. Educational Technology Research and Development, 53(1), 86–107.

    Article  Google Scholar 

  • Baranowski, T., Buday, R., Thompson, D., & Baranowski, J. (2008). Playing for real: Video games and stories for health-related behavior change. American Journal of Preventative Medicine, 34(1), 74.e10–82.e10.

    Article  Google Scholar 

  • Battocchi, A., Ben-Sasson, A., Esposito, G., Gal, E., Pianesi, F., Tomasini, D., et al. (2010). Collaborative puzzle game: A tabletop interface for fostering collaborative skills in children with autism spectrum disorders. Journal of Assistive Technologies, 4(1), 4–13.

    Article  Google Scholar 

  • Bay-Hinitz, A. K., Peterson, R. F., & Quilitch, H. R. (1994). Cooperative games: A way to modify aggressive and cooperative behaviors in young children. Journal of Applied Behavior Analysis, 27, 435–446.

    Article  PubMed Central  PubMed  Google Scholar 

  • Beaumont, R., & Sofronoff, K. (2008). A multi-component social skills intervention for children with Asperger syndrome: The junior detective training program. Journal of Child Psychology and Psychiatry, 49(7), 743–753.

    Article  PubMed  Google Scholar 

  • Bernardini, S., Porayska-Pomsta, K., & Smith, T. J. (2014). ECHOES: An intelligent serious game for fostering social communication in children with autism. Information Sciences, 264, 41–60.

    Article  Google Scholar 

  • Bölte, S., Feineis-Matthews, S., Leber, S., Dierks, T., Hubl, D., & Poustka, F. (2002). The development and evaluation of a computer-based program to test and to teach the recognition of facial affect. Journal of Circumpolar Health, 61, 61–68.

    Google Scholar 

  • Bölte, S., Hubl, D., Feineis-Matthews, S., Prvulovic, D., Dierks, T., & Poustka, F. (2006). Facial affect recognition training in autism: Can we animate the fusiform gyrus? Behavioral Neuroscience, 120(1), 211–216.

    Article  PubMed  Google Scholar 

  • Bosseler, A., & Massaro, D. W. (2003). Development and evaluation of a computer-animated tutor for vocabulary and language learning in children with autism. Journal of Autism and Developmental Disorders, 33, 653–672.

    Article  PubMed  Google Scholar 

  • Catalano, C. E., Luccini, A. M., & Mortara, M. (2014). Best practices for effective design and evaluation of serious games. International Journal of Serious Games, 1(1), e1–e13.

    Article  Google Scholar 

  • De Freitas, S. (2006). Using games and simulations for supporting learning. Learning, Media, and Technology, 31(4), 343–358.

    Article  Google Scholar 

  • Dickey, M. D. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53(2), 67–83.

    Article  Google Scholar 

  • Dickey, M. D. (2006). Game design narrative for learning: Appropriating adventure game design narrative devices and techniques for the design of interactive learning environments. Educational Technology Research and Development, 54(3), 245–263.

    Article  Google Scholar 

  • Diehl, L. A., Souza, R. M., Alves, J. B., Alejandro, G., Estevez, R. Z., George, M., & Coelho, I. (2013). InsuOnline, a serious game to teach insulin therapy to primary care physicians: Design of the game and a randomized control trial for educational validation. JIMR Research Protocols, 2(1), e5.

    Article  Google Scholar 

  • Faja, S., Webb, S. J., Jones, E., Merkle, K., Kamara, D., Bavaro, J., et al. (2012). The effects of face expertise training on the behavioral performance and brain activity of adults with high functioning autism spectrum disorders. Journal of Autism and Developmental Disorders, 42(2), 278–293.

    Article  PubMed Central  PubMed  Google Scholar 

  • Fisher, M., Holland, C., Merzenich, M., & Vinogradov, S. (2009). Using neuroplasticity-based auditory training to improve verbal memory in schizophrenia. American Journal of Psychiatry, 166, 805–811.

    Article  PubMed Central  PubMed  Google Scholar 

  • Gal, E., Bauminger, N., Goren-Bar, D., Pianesi, F., Stock, O., Zancanaro, M., & Weis, P. L. (2009). Enhancing social communication of children with high-functioning autism through a co-located interface. AI & SOCIETY, 24(1), 75–84.

    Article  Google Scholar 

  • Garaigordobil, M., Maganto, C., & Etxeberria, J. (1996). Effects of a cooperative game program on socio-affective relations and group cooperation capacity. European Journal of Psychological Assessment, 12(2), 141–152.

    Article  Google Scholar 

  • Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation Gaming, 33(4), 441–467.

    Article  Google Scholar 

  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

    Google Scholar 

  • Getchell, N., Miccinello, D., Blom, M., Morris, L., & Szaroleta, M. (2012). Comparing energy expenditure in adolescents with and without autism while playing Nintendo Wii games. Games for Health Journal, 1(1), 58–61.

    Article  PubMed  Google Scholar 

  • Golan, O., & Baron-Cohen, S. (2006). Systemizing empathy: Teaching adults with Asperger syndrome or high-functioning autism to recognize complex emotions using interactive multimedia. Development and Psychopathology, 2, 591–617.

    Google Scholar 

  • Greitemeyer, T., & Cox, C. (2013). There is no I in team: Effects of cooperative video games on cooperative behavior. European Journal of Social Psychology, 43(3), 224–228.

    Article  Google Scholar 

  • Grynszpan, O., Weiss, P. L., Perez-Diaz, F., & Gal, E. (2014). Innovative technology-based interventions for autism spectrum disorders: A meta-analysis. Autism, 18(4), 346–361.

    Article  PubMed  Google Scholar 

  • Habgood, M. P. J., & Ainsworth, S. E. (2011). Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. Journal of Learning Sciences, 20(2), 169–206.

    Article  Google Scholar 

  • Heimann, M., Nelson, K. E., Tjus, T., & Gillberg, C. (1995). Increasing reading and communication skills in children with autism through an interactive multimedia computer program. Journal of Autism and Developmental Disorders, 25(5), 459–480.

    Article  PubMed  Google Scholar 

  • Hilton, C. L., Cumpata, K., Klohr, C., Gaetke, S., Artner, A., Johnson, H., & Dobbs, S. (2014). Effects of exergaming on executive function and motor skills in children with autism spectrum disorder: A pilot study. American Journal of Occupational Therapy, 68(1), 57–65.

    Article  PubMed  Google Scholar 

  • Hopkins, I. M., Gower, M. W., Perez, T. A., Smith, D. S., Amthor, F. R., Wimsatt, F. C., & Biasini, F. J. (2011). Avatar Assistant: Improving social skills in students with an ASD through a computer-based intervention. Journal of Autism and Developmental Disorders, 41, 1543–1555.

    Article  PubMed  Google Scholar 

  • Kandalaft, M. R., Didehbani, N., Krawczyk, D. C., Allen, T. T., & Chapman, S. B. (2013). Virtual reality social cognition training for young adults with high functioning autism. Journal of Autism and Developmental Disorders, 43(1), 34–44.

    Article  PubMed Central  PubMed  Google Scholar 

  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: Pfeifer.

    Google Scholar 

  • Kato, P. M., Cole, S. W., Bradlyn, A. S., & Pollock, B. H. (2008). A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial. Pediatrics, 112(2), e305–e317.

    Article  Google Scholar 

  • Ke, F., & Im, T. (2013). Virtual-reality-based social interaction training for children with high-functioning autism. Journal of Educational Research, 106(6), 441–461.

    Article  Google Scholar 

  • Klimmt, C., Roth, C., Vermeulen, I., Vorderer, P., & Roth, F. S. (2012). Forecasting the experience of future entertainment technology: Interactive storytelling and media enjoyment. Games and Culture, 7(3), 187–208.

    Article  Google Scholar 

  • Knapp, M., Romeo, R., & Beecham, J. (2009). Economic cost of autism in the UK. Autism, 13(3), 317–336.

    Article  PubMed  Google Scholar 

  • Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. Englewood Cliffs, NJ: Prentice Hall.

    Google Scholar 

  • Kuo, M. H., Orsmond, G. I., Cohn, E. S., & Coster, W. J. (2013). Friendship characteristics and activity patterns of adolescents with an autism spectrum disorder. Autism, 17(4), 481–500.

    Article  PubMed  Google Scholar 

  • Lang, R., Koegel, L. K., Ashbaugh, K., Register, A., Ence, W., & Smith, W. (2010). Physical exercise and individuals with autism spectrum disorders: A systematic review. Research in Autism Spectrum Disorders, 4(4), 565–576.

    Article  Google Scholar 

  • Lange, B., Koenig, S., Chang, C., McConnell, E., Suma, E., Bolas, M., & Rizzo, A. (2012). Designing informed game-based rehabilitation tasks leveraging advances in virtual reality. Disability and Rehabilitation, 34(22), 1863–1870.

    Article  PubMed  Google Scholar 

  • Lepper, M. R., & Chabay, R. W. (1985). Intrinsic motivation and instruction: Conflicting views on the role of motivational processes in computer-based education. Educational Psychologist, 20(4), 217–230.

    Article  Google Scholar 

  • Lu, A. S., Thompson, D., Baranowski, J., Buday, R., & Baranowski, T. (2012). Story immersion in a health video game for childhood obesity prevention. Games for Health Journal: Research, Development, and Clinical Applications, 1(1), 37–44.

    Article  Google Scholar 

  • Marchiori, E. J., Torrente, J., del Blanco, A., Moreno-Ger, P., Sancho, P., & Fernandez-Manjon, B. (2012). A narrative metaphor to facilitate educational game authoring. Computers & Education, 58, 590–599.

    Article  Google Scholar 

  • Mayer, R. E., Mautone, P., & Prothero, W. (2002). Pictorial aids for learning by doing in a multimedia geology simulation game. Journal of Educaitonal Psychology, 94, 171–185.

    Article  Google Scholar 

  • Medalia, A., & Choi, J. (2009). Cognitive remediation in schizophrenia. Neuropsychology Review, 19(3), 353–364.

    Article  PubMed  Google Scholar 

  • Mishra, J., & Gazzaley, A. (2014). Harnessing the neuroplastic potential of the human brain & the future of cognitive rehabilitation. Frontiers in Human Neuroscience, 8(218), e1–e4. doi:10.3389/fnhum.2014.00218.

    Google Scholar 

  • Moore, M., & Calvert, S. (2000). Vocabulary acquisition for children with autism: Teacher or computer instruction. Journal of Autism and Developmental Disorders, 30(4), 359–362.

    Article  PubMed  Google Scholar 

  • O’Neil, H. F., Chung, K. W. K., Kerr, D., Vendlinski, T. P., Buschang, R. E., & Mayer, R. E. (2014). Adding self-explanation prompts to an educational computer game. Computers in Human Behavior, 30, 23–28.

    Article  Google Scholar 

  • Orsmond, G. I., & Kuo, M. H. (2011). The daily lives of adolescents with an autism spectrum disorder: Discretionary time use and activity patterns. Autism, 15(5), 579–599.

    Article  PubMed Central  PubMed  Google Scholar 

  • Pan, Y. C., & Frey, G. C. (2006). Physical activity patterns in youth with autism spectrum disorders. Journal of Autism and Developmental Disorders, 31, 257–263.

    Google Scholar 

  • Patall, E. A., Cooper, H., & Robinson, J. C. (2008). The effects of choice on intrinsic motivation and related outcomes: A meta-analysis of research findings. Psychological Bulletin, 134(2), 270–300.

    Article  PubMed  Google Scholar 

  • Peng, W., Lin, J., & Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. Cyberpsychology, Behavior, and Social Networking, 14(11), 681–688.

    Article  Google Scholar 

  • Ploog, B. O., Scharf, A., Nelson, D., & Brooks, P. J. (2013). Use of computer-assisted technologies (CAT) to enhance social, communicative, and language development in children with autism spectrum disorders. Journal of Autism and Developmental Disorders, 43, 301–322.

    Article  PubMed  Google Scholar 

  • Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166.

    Article  Google Scholar 

  • Ramdoss, S., Machalicek, W., Rispoli, M., Mulloy, A., Lang, R., & O’Reilly, M. (2012). Computer-based interventions to improve social and emotional skills in individuals with autism spectrum disorders: A systematic review. Developmental Neurorehabilitation, 15(2), 119–135.

    Article  PubMed  Google Scholar 

  • Ravaja, N., Saari, T., Turpeinen, M., Laarni, J., Salminen, M., & Kivikangas, M. (2006). Spatial presence and emotions during video game playing: Does it matter with whom you play?. Presence: Teleoperators and Virtual Environments, 15(4), 381–392.

    Article  Google Scholar 

  • Reiber, L. P. (1996). Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games. Educational Technology Research and Development, 44(2), 43–58.

    Article  Google Scholar 

  • Rimmer, J. H., Chen, M., McCubbin, J., Drum, C., & Peterson, J. (2010). Exercise intervention research in persons with disabilities: What we know and where we need to go. American Journal of Physical Medicine and Rehabilitation, 89(3), 249–263.

    Article  PubMed  Google Scholar 

  • Ryan, R., & Deci, E. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68–78.

    Article  PubMed  Google Scholar 

  • Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 39(4), 344–360.

    Article  Google Scholar 

  • Saperstein, A., & Kurtz, M. (2013). Current trends in the empirical study of cognitive remediation for schizophrenia. The Canadian Journal of Psychiatry, 58(6), 311–318.

    Google Scholar 

  • Shernoff, D. J., Csikszentmihalyi, M., Schneider, B., & Shernoff, E. (2003). Student engagement in high school classrooms from the perspective of flow theory. School Psychology Quarterly, 18(2), 158–176.

    Article  Google Scholar 

  • Silver, M., & Oakes, P. (2001). Evaluation of a new computer intervention to teach people with autism or Asperger syndrome to recognize and predict emotions in others. Autism, 5(3), 299–316.

    Article  PubMed  Google Scholar 

  • Smyth, J. (2007). Massively multiplayer online role-playing games [MMORPGS], reported health, and social behavior. Cyberpsychology & Behavior, 10, 717–721.

    Article  Google Scholar 

  • Strickland, D. C., Coles, C. D., & Southern, L. B. (2013). JobTIPS: A transition to employment program for individuals with autism spectrum disorders. Journal of Autism and Developmental Disorders, 43(10), 2472–2483.

    Article  PubMed Central  PubMed  Google Scholar 

  • Suh, S., Kim, S. W., & Kim, N. J. (2010). Effectiveness of MMORPG-based instruction in elementary English education in Korea. Journal of Computer Assisted learning, 26(5), 370–378.

    Article  Google Scholar 

  • Swettenham, J. (1996). Can children with autism be taught to understand false belief using computers? Journal of Child Psychology and Psychiatry, 37(2), 157–165.

    Article  PubMed  Google Scholar 

  • Tanaka, J. W., Wolf, J. M., Klaiman, C., Koenig, K., Cockburn, J., Herlihy, L., et al. (2010). Using computerized games to teach face recognition skills to children with ASD: The Let’s Face It program. The Journal of Child Psychology and Psychiatry, 51(8), 944–952.

    Article  PubMed  Google Scholar 

  • Thompson, D., Baranowski, T., & Buday, R. (2010). Conceptual model for the design of a serious video game promoting self-management among youth with Type 1 diabetes. Journal of Diabetes Science and Technology, 4(3), 744–749.

    Article  PubMed Central  PubMed  Google Scholar 

  • Vygotsky, L. (1933/1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.

  • Wainer, A. L., & Ingersol, B. R. (2011). The use of innovative computer technology for teaching social communication to individuals with autism spectrum disorders. Research in Autism Spectrum Disorders, 5, 96–107.

    Article  Google Scholar 

  • Wang, M., & Anagnostou, E. (2014). Virtual reality as treatment tool for children with autism. In V. B. Patel, V. R. Preedy, & C. R. Martin (Eds.), Comprehensive guide to autism (pp. 2125–2141). New York: Springer.

  • Whalen, C., Liden, L., Ingersol, B., Dallaire, E., & Liden, S. (2006). Behavioral improvements associated with computer-assisted instruction for children with developmental disabilities. Journal of Speech-Language Pathology and Applied Behavior Analysis, 1(1), 11–26.

    Article  Google Scholar 

  • Whalen, C., Moss, D., Ilan, A. B., Vaupel, M., Fielding, P., Macdonald, K., et al. (2010). Efficacy of TeachTown: Basics in computer-assisted intervention for the intensive comprehensive autism program in Los Angeles unified school district. Autism, 14(3), 179–197.

    Article  PubMed  Google Scholar 

  • Whyatt, C., & Craig, C. (2013). Sensory-motor problems in autism. Frontiers in Integrative Neuroscience, 7, e1–e12. doi:10.3389/fnint.2013.00051.

    Article  Google Scholar 

  • Wilkinson, D. A., Best, C. A., Minshew, N. J., & Strauss, M. S. (2010). Memory awareness for faces in individuals with autism. Journal of Autism and Developmental Disorders, 40, 1371–1377.

    Article  PubMed Central  PubMed  Google Scholar 

  • Wouters, P., Paas, F., & Van Merrienboer, J. J. G. (2008). How to optimize learning from animated models: A review of guidelines based on cognitive load. Review of Educational Research, 78(3), 645–675.

    Article  Google Scholar 

  • Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013). A meta-analysis of the cognitive and motivational effects of serious games. Journal of Educational Psychology, 106(2), 249–265.

    Article  Google Scholar 

  • Wouters, P., & van Oostendorp, H. (2013). A meta-analytic review of the role of instructional support in game-based learning. Computers & Education, 60(1), 412–425.

    Article  Google Scholar 

  • Young, M., Slota, S., Cutter, A. B., Jalette, G., Mullin, G., Lai, B., et al. (2012). Our princess is in another castle: A review of trends in serious gaming for education. Review of Educational Research, 82, 61–89.

    Article  Google Scholar 

  • Zuckerman, K. E., Hill, A. P., Guion, K., Voltolina, L., & Fombonne, E. (2014). Overweight and obesity: Prevalence and Correlates in a large clinical sample of children with autism spectrum disorder. Journal of Autism and Developmental Disorders.

Download references

Acknowledgments

This work was supported by Pennsylvania Department of Health SAP Grant 4100047862. This research was also supported by Penn State’s Center for Online Innovation in Learning.

Conflict of interest

The authors report no potential conflicts of interest.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Elisabeth M. Whyte.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Whyte, E.M., Smyth, J.M. & Scherf, K.S. Designing Serious Game Interventions for Individuals with Autism. J Autism Dev Disord 45, 3820–3831 (2015). https://doi.org/10.1007/s10803-014-2333-1

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10803-014-2333-1

Keywords

Navigation